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    Anchor point

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    • iTap DevelopmentI
      iTap Development @Justin Hattaway
      last edited by

      @Justin-Hattaway I’m using quite a few...

      Aidan_FireA 1 Reply Last reply Reply Quote 0
      • Aidan_FireA
        Aidan_Fire @iTap Development
        last edited by Aidan_Fire

        @iTap-Development You can set the anchor point of an object, if I understand what you’re saying correctly. Anchor point as in when the object moves, the anchor of that object is at the point it moved to, when the object rotates it rotates about that anchor. EDIT: Just after sending this post, I created a random project to mess around with this, Move behaviours les you set an anchor and change the anchor while the project is running, but rotate behaviours don’t. But, if you tap on the object and find the transform object tab (where you can set its scale etc) you can unlock the anchor and change it, then anything you do to the object will be based on that anchor. I think you can’t change this though while the project is running.

        iTap DevelopmentI 1 Reply Last reply Reply Quote 0
        • iTap DevelopmentI
          iTap Development @Aidan_Fire
          last edited by

          @Aidan-Oxley yeah I need to be able to set it while the game is running....I have a workaround but being able to set the anchor point(like having an actual behavior) would be best.

          1 Reply Last reply Reply Quote 0
          • DGames135D
            DGames135
            last edited by

            Haha just reading this and realising I’m doing Sine and Cosine rule at school 😂 . No megusta...

            iTap DevelopmentI 1 Reply Last reply Reply Quote 0
            • iTap DevelopmentI
              iTap Development @DGames135
              last edited by

              @DGames135 LOL I love sine and cosine!

              DGames135D 1 Reply Last reply Reply Quote 0
              • DGames135D
                DGames135 @iTap Development
                last edited by

                @iTap-Development 😡how?

                Aidan_FireA 1 Reply Last reply Reply Quote 0
                • Aidan_FireA
                  Aidan_Fire @DGames135
                  last edited by

                  @DGames135 I love trigonometry, calculus and algebra. In fact, I’m better at that stuff than I am at simple maths 😐

                  iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                  • iTap DevelopmentI
                    iTap Development @Aidan_Fire
                    last edited by iTap Development

                    @DGames135 its simple....they work great for my projects, so love is what they get! @Aidan-Oxley so since you love trigonometry, do happen to know the math behind rotating on an anchor? Because I don’t LOL

                    maybe we should start a new thread and get everyone’s opinion on sine and cosine!🤣🤣🤣

                    Jack8680J 1 Reply Last reply Reply Quote 0
                    • Jack8680J
                      Jack8680 @iTap Development
                      last edited by

                      @iTap-Development if you really want a trig way it shouldn't be too hard, but here's an easy way using move anchors (if I understand what you want): http://bit.ly/2fS4jj8
                      It moves to the anchor you want to rotate about, rotates, then reverses the movement of the anchor.

                      iTap DevelopmentI 2 Replies Last reply Reply Quote 0
                      • iTap DevelopmentI
                        iTap Development @Jack8680
                        last edited by

                        @Jack8680 thanks I check it out....I did want to do a trig way but I can’t figure it out....

                        Aidan_FireA 1 Reply Last reply Reply Quote 0
                        • Aidan_FireA
                          Aidan_Fire @iTap Development
                          last edited by

                          @iTap-Development I’m trying to make a trig version, but it’s too late for me brain not working past 11 pm lol. It’s gonna end up with like 10x more behaviours than Jack’s version 😝. I’ll do it tomorrow.

                          1 Reply Last reply Reply Quote 0
                          • iTap DevelopmentI
                            iTap Development @Jack8680
                            last edited by

                            @Jack8680 I never thought of doing it that way! Thanks!
                            @Aidan-Oxley lol ok.

                            Aidan_FireA 1 Reply Last reply Reply Quote 0
                            • Aidan_FireA
                              Aidan_Fire @iTap Development
                              last edited by

                              @iTap-Development [0_1507239850952_rotate.tap](Uploading 100%) Here’s a trig version lol. Aww I don’t have the privileges to upload the actual file lol. Link: http://bit.ly/2yrzlps

                              iTap DevelopmentI 2 Replies Last reply Reply Quote 0
                              • iTap DevelopmentI
                                iTap Development @Aidan_Fire
                                last edited by

                                @Aidan-Oxley great I’ll check it out tomorrow....because it’s 9:00 pm here and I’m tired!

                                1 Reply Last reply Reply Quote 0
                                • iTap DevelopmentI
                                  iTap Development @Aidan_Fire
                                  last edited by

                                  @Aidan-Oxley hey could you explain the “initial angle” box container and how you’re using it?

                                  Aidan_FireA 1 Reply Last reply Reply Quote 0
                                  • Aidan_FireA
                                    Aidan_Fire @iTap Development
                                    last edited by Aidan_Fire

                                    @iTap-Development It’s the angle from the anchor to the object when the object is at rotation 0°. For example, anchor is 1 metre up and 1 metre to the right (so both positive), so when the object is at 0° rotation, the angle from the anchor to the object is 225° (so that’s down-left). Hope this makes sense.

                                    iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                                    • iTap DevelopmentI
                                      iTap Development @Aidan_Fire
                                      last edited by iTap Development

                                      @Aidan-Oxley hey, so I’m just coming back to this(I got a 3d printer so I’ve been busy with that!);
                                      What do you need the “initial angle” for?
                                      And I’m not sure as to the purpose of the behaviors in the screen shot.0_1509768978624_1A339C64-88B6-41E1-8C8C-A6109AC1CEDC.png

                                      Jack8680J Aidan_FireA D 3 Replies Last reply Reply Quote 0
                                      • Jack8680J
                                        Jack8680 @iTap Development
                                        last edited by Jack8680

                                        @iTap-Development those behaviours are Pythagoras' theorem. The result from the square root is the distance from the centre to the anchor point.

                                        1 Reply Last reply Reply Quote 0
                                        • Aidan_FireA
                                          Aidan_Fire @iTap Development
                                          last edited by

                                          @iTap-Development Jack is right. This is how you work out the diagonal distance between two points if you know their coordinates.

                                          iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                                          • D
                                            Deeeds @iTap Development
                                            last edited by

                                            @iTap-Development A hacky, tacky way to achieve the goal:

                                            Create a dummy object that you'll use as a virtual anchor point. Use the physics weld joint to bind your rotating object to the dummy object at the position you want relative to the virtual anchor point. Then rotate the dummy object. This should give you the result you want, but will ruin anything else regarding physics.

                                            But I agree. The anchor point should be respected by the rotate behaviour.

                                            iTap DevelopmentI 1 Reply Last reply Reply Quote 0
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