Forum Topic: rotating

(101 views • 10 replies)

This topic is 1 page long.

<< < > >>
Happy

kylelyk

Reply To Post Reply & Quote

Posted at: 7/22/08 08:47 PM

kylelyk LIGHT LEVEL 10

Sign-Up: 05/15/08

Posts: 490

so I read this tutorial. The rotating part makes the mc rotate. except it rotates around the registration point. how do I change the registration point?

Kylelyk: Forwards and Backwards, Over and Out.

BBS Signature

None

kylelyk

Reply To Post Reply & Quote

Posted at: 7/22/08 08:57 PM

kylelyk LIGHT LEVEL 10

Sign-Up: 05/15/08

Posts: 490

At 7/22/08 08:47 PM, kylelyk wrote: so I read this tutorial. The rotating part makes the mc rotate. except it rotates around the registration point. how do I change the registration point?

Am I spelling registration point wrong or something?

Kylelyk: Forwards and Backwards, Over and Out.

BBS Signature

None

kylelyk

Reply To Post Reply & Quote

Posted at: 7/22/08 09:00 PM

kylelyk LIGHT LEVEL 10

Sign-Up: 05/15/08

Posts: 490

At 7/22/08 08:57 PM, kylelyk wrote:
At 7/22/08 08:47 PM, kylelyk wrote: so I read this tutorial. The rotating part makes the mc rotate. except it rotates around the registration point. how do I change the registration point?
Am I spelling registration point wrong or something?

you know, the little crosshair on every mc?

Kylelyk: Forwards and Backwards, Over and Out.

BBS Signature

None

Disarray-yarrasiD

Reply To Post Reply & Quote

Posted at: 7/22/08 09:07 PM

Disarray-yarrasiD DARK LEVEL 09

Sign-Up: 11/14/04

Posts: 1,474

The first thing that you probably want to do is read up on rotation matrices. Rotation around the z-axis (axis coming out of the screen) is handled by the following logic (courtesy of dELta):

//all coordinates assume a desired registration point of 0,0

x2 = x*cosA - y*sinA;
y2 = x*sinA + y*cosA;

// if the desired registration point is not 0,0 simply change to the following (I think this will work, didn't test it):

x2 = x-xo*cosA - y-yo*sinA+xo;
y2 = x-xo*sinA + y-yo*cosA+yo;
where xo and yo are the desired rotation points.

If you are rotating a movie clip rather then a simple point, the pseudo code above will only rotate the object around a point as if it were a particle (IE no rotation, only displacement). Simply change the MC's rotation property by the "A" value to achieve the correct rotation.

Since I helped you, maybe you'll give me an idea now :P

BBS Signature

None

Disarray-yarrasiD

Reply To Post Reply & Quote

Posted at: 7/22/08 09:14 PM

Disarray-yarrasiD DARK LEVEL 09

Sign-Up: 11/14/04

Posts: 1,474

...or you could simply put the object on the stage, double click on it and move in until the registration point is in a different area.

that's how to change it for mc's, I was originally under the impression you wanted to do it through code :P

BBS Signature

Happy

kylelyk

Reply To Post Reply & Quote

Posted at: 7/22/08 10:12 PM

kylelyk LIGHT LEVEL 10

Sign-Up: 05/15/08

Posts: 490

At 7/22/08 09:14 PM, Disarray-yarrasiD wrote: ...or you could simply put the object on the stage, double click on it and move in until the registration point is in a different area.

that's how to change it for mc's, I was originally under the impression you wanted to do it through code :P

how can I do that so that if the mc is a circle, it would be in the very middle?
please some one respond!!

Kylelyk: Forwards and Backwards, Over and Out.

BBS Signature

None

Disarray-yarrasiD

Reply To Post Reply & Quote

Posted at: 7/23/08 07:09 AM

Disarray-yarrasiD DARK LEVEL 09

Sign-Up: 11/14/04

Posts: 1,474

When you first make the movie clip you will see a series of nine boxes arranged in a square beside the name of the movie clip. Click the center one and the registration will be in the very center.

BBS Signature

Happy

kylelyk

Reply To Post Reply & Quote

Posted at: 7/23/08 10:22 AM

kylelyk LIGHT LEVEL 10

Sign-Up: 05/15/08

Posts: 490

At 7/23/08 07:09 AM, Disarray-yarrasiD wrote: When you first make the movie clip you will see a series of nine boxes arranged in a square beside the name of the movie clip. Click the center one and the registration will be in the very center.

That makes sense. I never knew what that was for!!

Kylelyk: Forwards and Backwards, Over and Out.

BBS Signature

None

funkycaveman

Reply To Post Reply & Quote

Posted at: 7/23/08 11:06 AM

funkycaveman FAB LEVEL 20

Sign-Up: 06/10/08

Posts: 2,763

At 7/23/08 10:22 AM, kylelyk wrote:
At 7/23/08 07:09 AM, Disarray-yarrasiD wrote: When you first make the movie clip you will see a series of nine boxes arranged in a square beside the name of the movie clip. Click the center one and the registration will be in the very center.
That makes sense. I never knew what that was for!!

or you can convert it to another symbol and set the point but the free transform tool works fine the circle in the middle

BBS Signature

None

andy70707

Reply To Post Reply & Quote

Posted at: 7/23/08 11:17 AM

andy70707 LIGHT LEVEL 22

Sign-Up: 09/30/07

Posts: 2,371

just double click the mc, select everything, then go to modify>align>vertical center and modify>align>horizontal center

add me on xbox 360: CoD4 and CoD5 (and sometimes TF2) gamertag: andy70707

BBS Signature

None

MinusNick

Reply To Post Reply & Quote

Posted at: 7/23/08 11:22 AM

MinusNick DARK LEVEL 20

Sign-Up: 06/06/07

Posts: 1,172

Go to Window>Align
This opens up the Align Window, something I use all the time.

Double click the circle mc to go in it, select the circle, then click align center on the Align Window.

Don't be bold... be italian.

BBS Signature

All times are Eastern Standard Time (GMT -5) | Current Time: 01:20 AM

<< Back

This topic is 1 page long.

<< < > >>
You need a Grounds Gold Account to post on the NG BBS! If you don't have one, click here to sign up now! It's fast, free, and easy — and opens up tons of great NG features!