# RotateFromTo Action

This Node has different versions for Scenes and Scene2Ds. Find in the tabs below the documentation for both versions.

Overview

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.

Attributes

AttributeTypeDescription

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.

Inputs

InputTypeDescription

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.

Outputs

OutputTypeDescription

Instance ID

InstanceID

The assigned Instance ID of the Action.

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.

## Example

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.

### Scene Configuration

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 $(2, 2, 2)$, its Rotation to $(30, 30, 0)$, and the Position of the Light to $(0, 200, 0)$. See this configuration in the following image:

### Logic

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: $(60, 60, 0)$

• Duration (sec): $2$

• 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:

### Final result

Finally, the effect of the RotateFromTo Action Node when triggered is the following: