SetAngle - ObjectReference: Difference between revisions
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→Notes: turns out i had the euler convention almost exactly backwards for years on end, and i never noticed because i was *consistently* wrong
imported>Taleden m (added a note about SetAngle() not working on refs without their 3D loaded) |
imported>DavidJCobb (→Notes: turns out i had the euler convention almost exactly backwards for years on end, and i never noticed because i was *consistently* wrong) |
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== Notes == | == Notes == | ||
*When rotating an object, it is important to know the order in which the rotation angles are applied. The Z-axis rotation (yaw: north/south/east/west) is applied first, followed by the Y-axis (roll: tilt) and finally the X-axis (pitch: forward/backward). | *When rotating an object, it is important to know the order in which the rotation angles are applied. The Z-axis rotation (yaw: north/south/east/west) is applied first, followed by the Y-axis (roll: tilt) and finally the X-axis (pitch: forward/backward). | ||
*Skyrim appears to use extrinsic left-handed | *Skyrim appears to use extrinsic left-handed XYZ angles. | ||
**''Extrinsic'' means that world-relative axes are used. Rotating an object along one axis won't change its other axes. | **''Extrinsic'' means that world-relative axes are used. Rotating an object along one axis won't change its other axes. | ||
**''Left-handed'' means that objects rotate clockwise as angles increase, as opposed to ''right-handed'' systems that use counter-clockwise rotations. | **''Left-handed'' means that objects rotate clockwise as angles increase, as opposed to ''right-handed'' systems that use counter-clockwise rotations. | ||