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Greendolph
#11221795Thursday, July 16, 2009 3:29 PM GMT

What do each of the rotation matrixes control and why does the brick disapear when I try and set CFrame this way...
Greendolph
#11221834Thursday, July 16, 2009 3:30 PM GMT

(Scripting helpers can't figure this out) >:( flood check
3DElement
#11222028Thursday, July 16, 2009 3:35 PM GMT

I've had something like that before.
Wyoming
#11222924Thursday, July 16, 2009 3:54 PM GMT

No-one really knows about the individual parts to the Roblox Rotation Matrix, but it's more complex than anyone's ever gonna need, stick with EulerAngles and AxisAngle etc.
BlueTaslem
#11225554Thursday, July 16, 2009 4:52 PM GMT

They are like left face, top face, and forward face (lookvector) i'm pretty sure....
Greendolph
#11225682Thursday, July 16, 2009 4:54 PM GMT

So if hte top face lookVector and the RightFace look vector didnt coorispond hte brickw oudl disapere...that makes sence. Ill just stick fo EulerAngles :P Thanks guys!
XlegoX
#11227459Thursday, July 16, 2009 5:26 PM GMT

C0 controlls how the rotation point is attached to the Part0, and the C1 controls how the Part1 is attached to the rotation point.
Greendolph
#11227590Thursday, July 16, 2009 5:29 PM GMT

So the CFrames need to be Part.Position - rotationpoint? (for motor joints and stuff)
XlegoX
#11227741Thursday, July 16, 2009 5:31 PM GMT

Yes and no If the motor rotates on the axis that you want it to to start, then yes, that's all the C0 and C1 would need to be. However, usualy you need to add rotations to them too since the rotationpoint's axis of rotation isn't what you want.
Greendolph
#11227882Thursday, July 16, 2009 5:34 PM GMT

Which means rotation would have to be a CFrame value right? Couldnt you create a CFrame value in the syntax of the threads title and then use vector subtractions to fill in C0 and C1... How would oyu do that... o.O

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