Incari Studio
1.0.0
1.0.0
  • INCARI Studio Documentation
  • Getting Started
    • Minimum Requirements *
    • Installation and License *
    • Creating a Project
    • Project Objects
      • Screen
      • Scene
    • Scene Objects *
      • Camera
      • Group
      • Mesh
      • Lights
      • List Widget
      • Text
      • Web Sprite
    • Attributes
      • Common Attributes
        • Object
        • Rotation Pivot
        • Sprite
        • Transformation
      • Attribute Types
        • Boolean Attributes
        • Numerical Attributes
        • Color Attributes
        • Asset/Object Attribute
    • Interface *
      • Modules *
        • Logic Editor
        • Project Outliner
  • Toolbox
    • Date Time
      • Now (UTC)
      • System Time
      • Timezone Value
    • Flow Control
      • Branch
      • Is Equal
      • Is Greater Equal
      • Is Less Equal
      • Select Data
      • Sequential
      • Switch
      • Toggle
  • Math
    • Absolute
    • Add
    • Average
    • Boolean
      • AND
      • Negate
      • OR
    • Ceil
    • Clamp
    • Decrement
    • Divide
    • Floor
    • Increment
    • Interpolate
    • Logarithm
    • Math Constant
    • Maximum
    • Minimum
    • Modulo
    • Multiply
    • Power
    • Range Mapper
    • Root
    • Subtract
    • Trigonometry
      • Arc Cosine
      • Arc Sine
      • Arc Tangent
      • Cosine
      • Radian-Degree Converter
      • Sine
      • Tangent
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  1. Getting Started
  2. Attributes
  3. Common Attributes

Rotation Pivot

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Last updated 3 years ago

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Every Object in INCARI has its own Pivot Point. This is the point in 3D space, that the Object will be rotated around. One of the most common places to have the Pivot Point is at the centre of the Object, which can be set automatically, using the Center button, under Rotation Pivot in the Attribute Editor.

There are times, though, where you will want to set the Pivot Point to somewhere else, such as a hinge on a door. In this case, you can either manually set the Position of the Pivot Point by editing the values in the Attribute Editor, or by using the Pivot Point Widget in the Scene Window.

Generally it is much better practice to set the origin of your 3D meshes in your 3D application, before importing them into INCARI.