I have an object I want to rotate about a specific point.     I've tried this answer but it doesn't work because when I open the Transform -> Rotate dialog box and attempt to alt + LMB nothing happens except the rotate dialog box flashes goes it is the focus and not the canvas.
122153
If I select Rotate tool, I can select center of rotation then and move it. After that I am able to rotate object around that center. But this rotation is imprecise. Suppose I want to rotate for 120 degrees. I can double click on Rotate tool and get Rotate dialog, where I can enter precise value in degrees. But this way I can't use shifted center of rotation because it jumps back to geometric center at the moment I call Rotate dialog.  Is it possible to rotate by precise angle with dialog and have shifted center of rotation.
4223
So, I'm working creating a lamp... yes, newbie here.  After modeling for a bit, I noticed that my point of origin was no longer the center of my object:    How to I reset an object origin point to the center of it's geometry?
55203
I'm trying to make the joint rotate smoothly around the center of the canvas, toward the angle of mouse pointer. What I have works, but I want it to animate the shortest distance possible to get to the mouse angle. The problem occurs when the value loops around at the horizontal line (3.14 and -3.14). Mouseover that area to see how the direction switches and it takes the long way back around.  Relevant Code   // ease the current angle to the target angle joint.angle += ( joint.targetAngle - joint.angle ) * 0.1;  // get angle from joint to mouse var dx = e.clientX - joint.x,     dy = e.clientY - joint.y;   joint.targetAngle = Math.atan2( dy, dx );   How can I make it rotate the shortest distance, even "across the gap"?
84473
I can see the move tool. But coming across versions, i did not see any Rotate tool in Quantum GIS. As a hardcore feature editor myself, i have found it rather difficult. Am i missing something obvious?
53496
I am trying to write code with rotates an object.  I implemented it as:  Rotation about X-axis is given by the amount of change in y coordinates of a mouse and  Rotation about Y-axis is given by the amount of change in x coordinates of a mouse.  This method is simple and work fine until on the the axis coincides with Z-axis, in short a gimble lock occurs.  How can I utilize the rotation arount Z-axis to avoid gimbal lock.
116274
I want to edit a mesh of a rotated object in pose mode.  But when I select a rotated object with edit mode, it is restored to its original condition. I want to make an animation process of folding, so I could't press apply button after rotated armature. Please give me an advice.
114618
I have a default cube. I would like to animate it. For example I would like to make it rotate around the Y axis. I add a rotation keyframe (I) at frame 0 and at the last frame I add another rotation keyframe. Then, I set the yellow Transform Rotation Y field to 180&deg;.  And instantly, 180&deg; rotation disappears and no rotation occurs when playing animation. Why does Blender erase the keyframe settings? And how should I make this work properly?  In fact, I am trying to go trough  and my object doesn't behave in the mentioned way. When I move/rotate/scale my cube, the F-Curves are not updated. What I might be doing wrong?
90531
I use the following code to rotate a transform towards another. And it's working fine. However, I want to lerp it over time period. public void RotateToward(Transform target) {    Vector3 from = transform.up;    Vector3 to = target.position - transform.position;    float angle = Vector3.SignedAngle(from, to, transform.forward);   transform.Rotate(0.0f, 0.0f, angle);  }  An example would greatly help.
59950
What I want to do while modeling is start at the Top Ortho view (NumPad 7) with green Y-axis pointed up and down on the screen. I then want to rotate the view left or right around my model, moving only the X &amp; Z axis' while keeping the Y-axis vertical.    Ctrl Shift MMB  zooms the view in and out if the wheel is held down and the mouse moved. If the wheel is scrolled the view rotates around the Z-axis. Going to view 3 and Alt Shift MMB  allows rotating around a Horizontal Y-axis.  Is there a way to rotate around a vertical Y-axis?
2447
Hi I am making a 2D game, where the Camera is able to rotate / zoom in or out on the camera focus (the player usually).   However my game also contains a mini-map, and so far whenever I have to rotate / zoom my camera the mini-map rotates and zooms accordingly. This behaviour was expected, but now I am a little stuck on "un-doing" the changes the view transformation has on my mini-map. What I want to happen is to essentially keep my mini-map statically in the same position throughout the game no matter how the camera rotates or zooms.  I am extremely rusty with my linear algebra / 3D transformations but I have tried the following...  My first thought was, I thought all I had to do was to transform the mini-map origin point with the view matrix, then undo the scaling of the zoom against the mini-map width / height. The zooming was fixed, but the mini-map still rotated so this did not work.  My second try, I remembered to undo the change of a matrix, I would have to multiply the transform by its inverse. So I tried to calculate the inverse matrix, however the determinant of the view matrix was 0, so I could not find an inverse.  Ok... well I guess I'll just see if I can get the rotation down, since I got the zoom to work... So I transformed my mini-map origin by the inverse rotation matrix applied by the view matrix... The mini-map is rotating now, but is not staying in the fixed position I was hoping for.  I was wondering, if anyone here can give me a push in the right direction, or a hint towards a more elegant solution overall. If people would like more information I can upload images, show code... But what I wrote above is exactly how my code would look.  Thanks for any help!
26377
I want to acheive the same rotation you see in the inspector. In short: a smooth local Y rotation, toward a target  I have a Vector3 orientation: Vector3 dirOrientation = targetToLook.position - movingCamera.position;  So, every Update, what should I do ? I try many thing, but I don't realy understand Quaternion...  I just want to rotate localy in Y, toward a precise moving target, NOT in X or Z. and smoothly with some Lerp or Slerp.  Thanks !
71476
How can I align object edge to one of the axis? For example, if I have a cube rotated 'freely' in the scene with applied rotation -- how can I realign it along x y and z axes again?  using physics engine comes to mind, but it also sounds like an overkill
76043
I have a "rotation" issue with Illustrator. I've rotated some shape which has no horizontal component which I could align to guide, so I have no idea how to rotate the shape back to 0 degrees. In the case of multiple shapes (I've rotated letters) I have a problem to align them back.  Any suggestions to solve the problem?  AI CS6
65914
My goal is to program a camera to point towards the mouse cursor. I attached the following script to the Main Camera.   using UnityEngine; using System.Collections;  public class CameraController : MonoBehaviour {      public float sensitivity;      // Update is called once per frame     void Update () {         transform.Rotate (Input.GetAxis ("Mouse Y") * -1 * sensitivity, Input.GetAxis ("Mouse X") * sensitivity, 0);     } }   I "told" the camera to rotate around the x and y axes. Whenever it does this, the camera tilts sideways. When I checked the rotation of Main Camera, I saw that the z rotation had changed. Why is it rotating around the z axis when I left it at 0?
59505
For some reason the pivot point on my object has become rotated (other objects show normally oriented pivot points). I have to set the "transformation orientation" (see the bottom of my screenshot) to be able to see it though. Does anyone know how to change it back? That is, change it to be aligned with the "world orientation".
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....
49900
I need help with a script for a very simple car that uses transform.Translate:  public class car1 : MonoBehaviour {      public PauseMenu pause;     [Space]     public Car_Script car_s;     public float speed;     public GameObject car;      void FixedUpdate()     {          if (car_s.InCar == true)         {             if(pause.isPaused == false)             {                 if (Input.GetKey(KeyCode.W))                 {                     car.transform.Translate(Vector3.forward * Time.deltaTime * speed);                      if (Input.GetKey(KeyCode.A))                     {                         if (speed &lt;= 0)                         {                         }                         else                         {                             if (speed &gt; 0F &amp;&amp; speed &lt;= 50F)                             {                                 car.transform.Rotate(Vector3.down, 2F);                             }                             else if (speed &gt; 50F &amp;&amp; speed &lt; 90F)                             {                                 car.transform.Rotate(Vector3.down, 1.3F);                             }                             else if (speed &gt; 90F)                             {                                 car.transform.Rotate(Vector3.down, 0.9F);                             }                          }                     }                     if (Input.GetKey(KeyCode.D))                     {                         if (speed &lt;= 0)                         {                         }                         else                         {                             if (speed &gt; 0F &amp;&amp; speed &lt;= 50F)                             {                                 car.transform.Rotate(Vector3.up, 2F);                             }                             else if (speed &gt; 50F &amp;&amp; speed &lt; 90F)                             {                                 car.transform.Rotate(Vector3.up, 1.3F);                             }                             else if (speed &gt; 90F)                             {                                 car.transform.Rotate(Vector3.up, 0.9F);                             }                          }                     }                 }             }         }     } }   Whenever I drive the car it immediately goes through walls.   I have colliders on everything. The car has mesh colliders set to convex.   I've searched around quite a bit for answers and it seems that a common one is using rigid bodies. But whenever I even put a rigid body on the car, it flies out into the sky.