Blockland Forums > Modification Help
Sims Crystal Hat
Soon To Be:
--- Quote from: BlockStar on March 10, 2011, 11:20:24 PM ---Off-Topic: I looked up Sims Crystal and one of the pictures it gave me research :/
--- End quote ---
DrenDran:
--- Code: ---
rotation = eulerToMatrix("0 0 0");
scale = "1 1 1";
doColorShift = false;
colorShiftColor = "50.000 50.000 50.000 255.000";
--- End code ---
Just wondering, are these lines really required?
I mean, wouldn't "eulertomatrix" (0,0,0) output just (0,0,0) again?
Wouldn't scale (1,1,1) be default?
Wouldn't colorshift be off by default?
And if it's off, why do you give the color to color shift to, if colorshift is false?
Destiny/Zack0Wack0:
--- Quote from: DrenDran on March 11, 2011, 11:13:22 PM ---I mean, wouldn't "eulertomatrix" (0,0,0) output just (0,0,0) again?
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Euler is a set of 3d rotation/angle values (example "90 45 180" rotates 90 on the x, 45 on the y, 180 on the z or xzy if you're a crazy german). A matrix is basically a table (or a spreadsheet as I was taught it) of points. In this case it's a rotation matrix, which always involve trigonometry.
EDIT: I have no idea how matrices are represented in Torque though.. not on my windows install at the moment.
--- Quote from: Soon To Be on March 10, 2011, 04:57:09 PM ---Ok so heres my dillema... the hat shows up just its wedged in your head.. how do i raise it higher.. :$
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To move it up, set the 3rd value of the offset variable higher.
So probably try setting offset to "0 0 1" to start with, then moving that last value up or down to make it look how you want it.
lordician:
--- Quote from: Destiny/Zack0Wack0 on March 12, 2011, 12:56:56 AM ---To move it up, set the 3rd value of the offset variable higher.
So probably try setting offset to "0 0 1" to start with, then moving that last value up or down to make it look how you want it.
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Yay.
I was right. :3
DrenDran:
--- Quote from: Destiny/Zack0Wack0 on March 12, 2011, 12:56:56 AM ---Euler is a set of 3d rotation/angle values (example "90 45 180" rotates 90 on the x, 45 on the y, 180 on the z or xzy if you're a crazy german). A matrix is basically a table (or a spreadsheet as I was taught it) of points. In this case it's a rotation matrix, which always involve trigonometry.
EDIT: I have no idea how matrices are represented in Torque though.. not on my windows install at the moment.To move it up, set the 3rd value of the offset variable higher.
So probably try setting offset to "0 0 1" to start with, then moving that last value up or down to make it look how you want it.
--- End quote ---
I understand what the function is, but is it required in that context?