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#1 |
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Registered User
Join Date: May. 7th, 2000
Location: Enterprise, AL USA
Posts: 92
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Anyone know how to convert the pitch roll and yaw values to their degree equivalents? So far i think 16375 is about 90 degrees. Is there somewhere that has these values?
------------------ Good. Fast. Cheap. Pick two. |
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#2 |
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Registered User
Join Date: Dec. 13th, 1999
Posts: 49
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This has nothing to do with degrees, it's a velocity. Pitch, yaw and roll define the speed of rotating things.
![]() Kinski: I suck! |
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#3 |
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Registered User
Join Date: May. 7th, 2000
Location: Enterprise, AL USA
Posts: 92
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Nope, I was talking about the other pitch roll and yaw, the one I changed which changed the orientation of the brush... you know THAT one...
by the way i found that if you put in a value of 16384, it rotates the brush by 90 degrees, did this with a cube brush. If anyone is interested then that is the value, and a negative rotates the brush the opposite direction. I needed this so I could position the 2D shape I made in the editor the way I needed. Good. Fast. Cheap. Pick two. [This message has been edited by MorituriMax (edited 06-11-2000).] |
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#4 |
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UT stores angles as 16bit integers.
32768 = 180 clockwise (I think) -32768 = 180 in the other direction 0 = faces in the "normal" direction. The angles change linearly with the number. i.e 45 degrees clockwise = 180 clockwise / 4 so you need to use a value of 8192. |
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#5 |
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Registered User
Join Date: May. 7th, 2000
Location: Enterprise, AL USA
Posts: 92
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Yep, 16384 times 2 works out to 32768, which is what i got for 90 degrees.. the way I did it was to make a cube brush, then rotate it smoothly to 90 degrees, then open up the properties and under movement.. it has a p/r/y for rotation of the object as well as the p/r/y for how the object is facing...
thanks for the info.. ![]() Good. Fast. Cheap. Pick two. |
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