I am working on a gas network utility and I create some point layers in order to insert some symbols of special forms. However, each symbol should be attached the network with a specific angle in order to fit it with the network. Rotating actions applies to all point symbols of the layer. Is it possible to rotate only one feature?
37514
I am trying to apply a rule to rotate symbols based on the value of an attribute.  I tried to copy , which is essentially my question, however it does not work for me.   I have a layer with two attributes, the slope and aspect.  I want to colour the symbols by the slope (this part works) and rotate by the aspect.  The steps I take are:   Layer Properties -> Style -> Graduated -> Symbol -> Change Select Simple Marker (arrow) and press the button to the right of angle -> field type (double) -> Aspect-sel    Applying these commands changes the symbol to an arrow, and I can easily apply the colour gradient, but the symbols do not rotate. The attribute Aspect-sel varies from 2.87 to 334.23.    ETA: I was using Version 2.8.3 - on suggestion I updated to 2.14.10, which solved the problem.
102037
I can draw the black part in the picture, but  I cant rotate with angle alpha and draw the red part and fill it. Also, it is obvious, two side of figure rotate, and one side is fix, and the other one just shift in the z direction.  my code:   change to:   \documentclass{standalone} ‎\usepackage{tikz,tikz-3dplot}‎‎ \begin{document}‎‎ \begin{tikzpicture} \draw[-&gt;] (0,0,0)--++(5,0,0) node[right]{$x$}; \draw[-&gt;] (0,0,0)--++(0,5,0) node[above]{$y$}; \draw[-&gt;] (0,0,0)--++(0,0,8) node[below left]{$z$}; \draw[ultra thick] (4,0,0) arc[start angle=0, end angle=60, radius=4] --++(0,0,8.5) arc[start angle=60, end angle=0, radius=4]--cycle; ‎\filldraw[ fill=blue‎, ‎nearly transparent‎, ,‎looseness=.6](4,0,0) arc[start angle=0, end angle=60, radius=4] --++(0,0,8.5) arc[start angle=60, end angle=0, radius=4]--cycle; \end{tikzpicture} \end{document}
37078
I have some models that I want to rotate using quaternions in the normal manner, except instead of rotation about the origin, I want it to be offset slightly. I know that you don't say, in 3d space, that you rotate about a point; you say you rotate about an axis. So I'm visualizing it as rotating about a vector whose tail is positioned not at the local origin.  All affine transformations in my rendering / physics engine are stored using SQT (scale, quaternion, translation; an idea borrowed from the book Game Engine Architecture.) So I build a matrix each frame from these components and pass it to the vertex shader. In this system, translation is applied, then scale, then rotation.  In one specific case, I need to translate an object in world space, scale it, and rotate it about a vertex not centered at the object's local origin.  Question: Given the constraints of my current system described above, how can I achieve a local rotation centered about a point other than the origin? Automatic upvote to anyone who can describe how to do this using only matrices as well :)
79653
In ArcMap 10.2, I have a layer that has two attributes: depth and magnitude.  Depth should be represented by color: deeper points being lighter and shallower being darker.  Magnitude represented by symbol's size: points with a higher magnitude have a bigger symbol and points with a lower magnitude have a smaller one.  How do i do that?  So, many people has told me to use "multiple attributes" in the symbology dialog. I wish i could upload a screenshot but my firewall seems to have the image service blocked. Let's try with words.   "Multiple attributes" offer these input boxes: "value fields" and "variation by". in "value fields" i select "depth" and "magnitude" in "variation by" we have two buttons: "color ramp" and "symbol size" in "color ramp" i choose "depth" i open "symbol size". There, "depth" is selected. I change it to be "magnitude". open "color ramp" again. No longer "depth" is selected. Now "magnitude" is.   Basically, whenever i select something on "symbol size" or "color ramp", the same selection is duplicated on the other button.
101123
Right now, when I spawn a shootable object, it goes like this:    Because I just set it's angle to this:  float aimAngle = (float) Math.atan2(velocity.y, velocity.x); bullet.setBodyAngle(aimAngle);   I want it to be like this:    I think I should use angular velocity or torque, but I have no idea how. I can't just set it's angle like in previous code every frame, because it makes physics collisions glitch.
50822
In edit mode with these settings:   Face selection Pivot point: individual origins Transformation orientation: Normal   The faces don't rotate around the normals, is there another required setting that I overlooked?
104526
I have two object, need attach 'TWO OBJECT' to 'ONE OBJECT'.  I have vectors 'angle' 'origin' of ONE and TWO objects.  I tried do "TWOOBJECT.origin += ONE.origin - ONE.oldorigin", this just attach coordinates, but not rotate with one object....
106792
So I made this shape using guides, shapes, and connecting all the lines with the Penn tool. This is what it looks like   Now because I used the pen tool not all the lines are connected, ex:   Because of this some of the corners are messed up, here is what they should look like   But some of them look like this because the lines are not one shape   I can't seem to get the "join" function to work when I select two of the points. Is there a good way to join the points together to make them one pen path or shape??
47232
I'm trying to make a liquid simulation with Mantaflow where the flow of the liquid respects the flow object's local rotation, so it looks like water spraying in different directions. It looks like the options on the flow object only work for 'world' coordinates and doesn't take into account the coordinates of the object. How do I make the water 'fire' (like a hose) into a specific direction that uses local coordinates instead of world ones?
69995
I have an image with two points, aligned something like this:  |----------------| |                | |    .           | |                | |          .     | |                | |----------------|   I have both X, Y coordinates for both points and I need to rotate the image X degrees so it looks like this instead:  |----------------| |                | |                | |    .     .     | |                | |                | |----------------|   Basically so they align next to eachother, what's the math for this? (A code example in C# would be even better but not required)
114290
What I am trying to do is similar to what was asked here:    I am hoping to use an object's edge for rotation, but instead of simply the one object rotating around that point, it'd be a bunch of stl's I've imported together:     What I'm hoping to do is duplicate everything in that tetrahedron object, rotate the duplicate along one edge like this:    to build a stack of them, like this:   which I would then print.  Any help?
69783
Here is my construction,     If e1 or e2 are positioned a non-zero angle with respect to f, a   single intersection point is directly considered. If e1 is unfixed,   the sweeping of e1 through the intersection point is allowed.   My question is as I am trying to use only one edge (e1 and e2 are edges), in the above are should be is or not
46204
Aloha.  I'm experiencing a similar problem I had with a prior posting  with another object I created by joining 3 objects that doesn't rotate uniformly consistently.  I tried clearing and applying rotation of individual objects and joined objects to no avail.  I have  as well as object by itself in blend file if you need to see them  Any ideas?  Thanks.
88075
Suppose we are given the free-body diagram above, with a mass on an incline at an angle $\theta$. If my coordinate axes are taken to be the regular $x-y$ plane rotated an angle of $\theta$ (i.e. the x axis is parallel to the direction of $mg \sin \theta$ and the $y$ axis is parallel to $mg \cos \theta$), then if there is no vertical motion, $N = mg \cos \theta$. Now suppose I take my coordinate axes to be the $x-y$ plane but NOT rotated by any angle (i.e. the $x$ axis is parallel to the base of the triangle and the $y$ axis is parallel to the adjacent side), then if I want to resolve my weight $mg$ in the direction of $N$, wouldn't I need to make it $\frac{mg}{\cos \theta}$? (since in this case I would have to find the force whose vertical component is $mg$) If this is the case, no vertical motion would imply that $N = \frac{mg}{\cos \theta}$. Does this mean that $N$ depends on my choice of coordinate axes? I might be making a mistake, but I'd appreciate if someone could point out the mistake in my logic.
88774
How do I summon arrows from the sky in a random position but at the same time to be inside the coordinates that I want?  For example, if I use the following, will that summon an arrow in that position?  /summon Arrow x y z   I want it to be summoned in a random X, Y, Z but at the same time within a specific position of four points:  {x1,y1,z1} &amp; {x2,y2,z2} &amp; {x3,y3,z3} &amp; {x4,y4,z4}   How could I do this?
35044
This provides good details on . What I would like to do is to extend this somehow to add the usual geometry symbol to indicate that the two lines are indeed perpendicular. I could code a manual solution for each situation, but would like a macro, one that would draw it of an appropriate size, and allow me to choose the orientation (i.e., select one of the four quadrants) for this symbol.
59595
I have a map with small circles for over 200 cities. I need to change all of the circles into map pins. Is there a way to do this? I think it's a script maybe.   I know how to select all objects of the same appearance and give them a new graphic style but that will only let me change the color, stroke, etc. not replace with a new shape.