RotateFromTo Action
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The RotateFromTo Action Node continuously rotates an from the Euler angles specified in From
to those specified in To
for a given period of time, thus creating an Animation. Find an of how to use this Node and its effect over an Object at the end of this page.
From
Vector3
The Euler angles along the X, Y, and Z axes to rotate from, if none are received in the From
Input Socket.
To
Vector3
The Euler angles along the X, Y, and Z axes to rotate to, if none are received in the To
Input Socket.
Duration (sec)
Float
The total time of the Action, if none is received in the Duration
Input Socket.
Interpolation
Drop-down
Instance ID
InstanceID
(â–º) Start
Pulse
A standard Input Pulse, to trigger the execution of the Node.
Object ID
ObjectID
The ID of the target Object.
Duration
Float
The total time (in seconds).
From
Vector3
The Euler angles along the X, Y, and Z axes to rotate from.
To
Vector3
The Euler angles along the X, Y, and Z axes to rotate to.
Instance ID
InstanceID
OnStart
(â–º)
Pulse
Flows to the next Node following RotateFromTo Action when the Action starts.
OnEnd
(â–º)
Pulse
Flows to the next Node following RotateFromTo Action when the Action stops.
For this purpose, we set the Attributes of the RotateFromTo Action Node in the following way:
Interpolation
: Linear
We just leave the From
Attribute as it is, since this value will be obtained through the corresponding Input Socket.
Finally, the effect of the RotateFromTo Action Node when triggered is the following:
Furthermore, visit the page for a general introduction to these Nodes, and for more detail about the Rotation
Attribute.
: Scene, Function, Prefab.
The Interpolation
method to use for calculating the intermediate values of the Euler Angles. It can be , , , or .
The assigned of the Action. If nothing is received, it automatically assigns 0 as the Instance ID.
The assigned of the Action.
This section shows a simple example of how to use the RotateFromTo Action Node and the effect it has on an Object. We start by , then , and finally show the .
We consider a with two : a red and a , both of which can be easily created in the . Then, we set the Scale
Attribute of the Torus to , its Rotation
to , and the Position
of the Light to . See this configuration in the following image:
We then need to configure the Logic. This is done in the .
We use first a , which allows us to obtain an Object's current Rotation
values, and then the RotateFromTo Action Node, to which we will feed the value previously obtained and configure it for it to rotate the Object from there to a fixed value of our choosing.
To
:
Duration (sec)
:
Then, we connect the Object ID from the red Torus to the Object ID
Input Socket of both Nodes, the Rotation
Output from the Get Rotation Node to the From
Input Socket in the RotateFromTo Node, and a Pulse through the Get Rotation Node and to the Start
Input in RotateFromTo. Thus, having the following Logic configuration:
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