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.
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
Attribute | Type | Description |
---|---|---|
| Vector3 | The Euler angles along the X, Y, and Z axes to rotate from, if none are received in the |
| Vector3 | The Euler angles along the X, Y, and Z axes to rotate to, if none are received in the |
| Float | The total time of the Action, if none is received in the |
| Drop-down | The |
Inputs
Input | Type | Description |
---|---|---|
| InstanceID | The assigned Instance ID of the Action. If nothing is received, it automatically assigns 0 as the Instance ID. |
(►) | Pulse | A standard Input Pulse, to trigger the execution of the Node. |
| ObjectID | The ID of the target Object. |
| Float | The total time (in seconds). |
| Vector3 | The Euler angles along the X, Y, and Z axes to rotate from. |
| Vector3 | The Euler angles along the X, Y, and Z axes to rotate to. |
Outputs
Output | Type | Description |
---|---|---|
| InstanceID | The assigned Instance ID of the Action. |
| Pulse | Flows to the next Node following RotateFromTo Action when the Action starts. |
| 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