RotateFromTo Action
Last updated
Last updated
This Node has different versions for Scenes and Scene2Ds. Find in the tabs below the documentation for both versions.
The RotateFromTo Action Node continuously rotates a Scene Object from the Euler angles specified in From
to those specified in To
for a given period of time, thus creating an Animation.
Furthermore, visit the Actions Nodes page for a general introduction to these Nodes, and Rotation for more detail about the Rotation
Attribute.
Scope: Scene, Function, Prefab.
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
The Interpolation
method to use for calculating the intermediate values of the Euler Angles. It can be Linear, Sine Ease In, Sine Ease In Out, or Sine Ease Out.
Instance ID
InstanceID
The assigned Instance ID of the Action. If nothing is received, it automatically assigns 0 as the Instance ID.
(►) 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.
OnStart
(►)
Pulse
Flows to the next Node following RotateFromTo Action when the Action starts.
OnEnd
(►)
Pulse
Flows to the next Node following RotateFromTo Action when the Action stops.
This section shows a simple example of how to use the RotateFromTo Action Node and the effect it has on a Scene Object. This concept can be applied as well to a Scene2D Object.
We start by configuring the Scene, then build the Logic, and finally show the result.
We consider a Scene with two Objects: a red Torus and a Directional Light, both of which can be easily created in the Scene Outliner. 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 Logic Editor.
We use first a Get Rotation Node, 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.
For this purpose, we set the Attributes of the RotateFromTo Action Node in the following way:
To
:
Duration (sec)
:
Interpolation
: Linear
We just leave the From
Attribute as it is, since this value will be obtained through the corresponding Input Socket.
Then, we connect the Object ID from the red Torus Object Node 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:
Finally, the effect of the RotateFromTo Action Node when triggered is the following:
Rotation on Wikipedia
Euler angles on Wikipedia