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Transform


You can use the Transform object to apply run-time translations, rotations and scaling to the objects linked to it.

Transformations are applied once, when the Transform object is started by an event object or a script. The Transform object will immediately stop after that.

Continuous transformations can be achieved by starting the Transform object at every processing loop.

When the Transform object is reset, all objects linked to it will be set to their initial position.

For an example of usage, please see the TransformDemo sample project.



Translation

These three values are the X, Y, Z increments to add to the linked object's location. The values are in meters.

When the Transform object is started, objects linked to it will be translated by the specified amounts along the Transform object's local exes (the red/green/blue segments of the object's handle, in the Virtual Editor). If the Relative transformations option is un-checked, the translations will be along the world axes instead.

Rotation

These three values are the X, Y, Z increments to add to the linked object's orientation. The values are in degrees.

When the Transform object is started, objects linked to it will be rotated by the specified amounts about the Transform object's local exes. If the Relative transformations option is un-checked, the rotations will be world-relative, about the destination object center.

Scale increment

These three values are the X, Y, Z increments to add to the linked object's scaling.

When the Transform object is started, objects linked to it will be resized based on the new scaling. Note that scaling is always target-object-relative, even when the Relative transformations option is checked,

Display handle

Check this option to visualize the Transform object handle run-time.

Relationships

This list defines how the Transform object relates to the objects linked to it. The following relationship types are supported:

  • IGNORE. Do nothing.


  • TRANSFORM. Apply the specified transformations to this object. Note that not all objects support all transformations. Certain objects, like RigidBody and Car, do not support scaling, for example.


  • PARENT. If the Transform object is linked to another object AND the other object is set as PARENT, then, run-time, when the parent moves and rotates, the Transform handle will follow it, keeping it's relative position as you set it in the Virtual Editor.




  • For information about the remaining controls, please click here.


    Remarks

    Please keep in mind that setting the position of a RigidBody object (or any other object supporting collision detection, like Terrain, Car etc) causes physics simulation to momentarily stop working.

    If a RigidBody object is moved by using the Transform object to a position where it is in contact with another object supporting collision detection, the simulation may fail and the collision may not be detected or may cause computation errors and crashes.