<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Rotating 3D objects more then 360 degrees?]]></title><description><![CDATA[<p dir="auto">Is there a way to rotate 3D actors along their X,Y, &amp; Z beyond the min:-360 max:360 amounts they seem to be set to?</p>
<div>That is, can you smoothly revolve an object perpetually in one direction on one axis?</div>
<div>Kind regards,</div>
<div>Alex</div>]]></description><link>https://community.troikatronix.com/topic/707/rotating-3d-objects-more-then-360-degrees</link><generator>RSS for Node</generator><lastBuildDate>Wed, 22 Apr 2026 14:06:55 GMT</lastBuildDate><atom:link href="https://community.troikatronix.com/topic/707.rss" rel="self" type="application/rss+xml"/><pubDate>Wed, 05 Jun 2013 20:13:07 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Rotating 3D objects more then 360 degrees? on Sat, 17 Jan 1970 02:14:54 GMT]]></title><description><![CDATA[<p dir="auto"><img src="/uploads/files/FileUpload/47/5a0b18-screen-shot-2014-01-22-at-11.37.45-pm.png" alt="5a0b18-screen-shot-2014-01-22-at-11.37.45-pm.png" class=" img-responsive img-markdown" /></p>
]]></description><link>https://community.troikatronix.com/post/9690</link><guid isPermaLink="true">https://community.troikatronix.com/post/9690</guid><dc:creator><![CDATA[Aolis]]></dc:creator><pubDate>Sat, 17 Jan 1970 02:14:54 GMT</pubDate></item><item><title><![CDATA[Reply to Rotating 3D objects more then 360 degrees? on Thu, 17 Oct 2013 07:09:27 GMT]]></title><description><![CDATA[<p dir="auto">Indeed, it turns out I am dealing with location and not rotation. . .</p>
<div>Also, Mark, Thank you for this wrap actor. . . I'll report back if I make any further headway.</div>
<div>I love you Isadora Forum.</div>
<div>-Alex</div>]]></description><link>https://community.troikatronix.com/post/8768</link><guid isPermaLink="true">https://community.troikatronix.com/post/8768</guid><dc:creator><![CDATA[Aolis]]></dc:creator><pubDate>Thu, 17 Oct 2013 07:09:27 GMT</pubDate></item><item><title><![CDATA[Reply to Rotating 3D objects more then 360 degrees? on Thu, 17 Oct 2013 07:05:15 GMT]]></title><description><![CDATA[<p dir="auto">Yay!!!! Thank you for this information.  I am just getting back to this problem. . .</p>
<div>-Alex</div>]]></description><link>https://community.troikatronix.com/post/8767</link><guid isPermaLink="true">https://community.troikatronix.com/post/8767</guid><dc:creator><![CDATA[Aolis]]></dc:creator><pubDate>Thu, 17 Oct 2013 07:05:15 GMT</pubDate></item><item><title><![CDATA[Reply to Rotating 3D objects more then 360 degrees? on Mon, 24 Jun 2013 10:48:47 GMT]]></title><description><![CDATA[<p dir="auto">I think this is what you are looking for, For Quaternion(x,y,z,w): roll = Atan2(2<em>y</em>w - 2<em>x</em>z, 1 - 2<em>y</em>y - 2<em>z</em>z); pitch =Atan2(2<em>x</em>w - 2<em>y</em>z, 1 - 2<em>x</em>x - 2<em>z</em>z); yaw = Asin(2<em>x</em>y + 2<em>z</em>w); However the order you apply these in will change the outcome. You may or may not get the results you are looking for. You will come across gimble lock and sometimes the applied rotation will not look anything like what you want it to. You can then use the position data that you have above to position the object.</p>
]]></description><link>https://community.troikatronix.com/post/7776</link><guid isPermaLink="true">https://community.troikatronix.com/post/7776</guid><dc:creator><![CDATA[Fred]]></dc:creator><pubDate>Mon, 24 Jun 2013 10:48:47 GMT</pubDate></item><item><title><![CDATA[Reply to Rotating 3D objects more then 360 degrees? on Fri, 21 Jun 2013 07:42:26 GMT]]></title><description><![CDATA[<p dir="auto">hello I have build some endless rotary control for midi and osc, added marks value-wrap, works fine on the 3d actors (360) more detailed value sample recording infos needed …. ?</p>
<div>best...</div>
<div>bts</div>
<div>
<p dir="auto">IsadoraCore QuartzComposer MacOSX10.8…</p>
</div>]]></description><link>https://community.troikatronix.com/post/7733</link><guid isPermaLink="true">https://community.troikatronix.com/post/7733</guid><dc:creator><![CDATA[[[global:guest]]]]></dc:creator><pubDate>Fri, 21 Jun 2013 07:42:26 GMT</pubDate></item><item><title><![CDATA[Reply to Rotating 3D objects more then 360 degrees? on Wed, 19 Jun 2013 16:19:30 GMT]]></title><description><![CDATA[<p dir="auto">It looks a lot like you are getting precise mm positions from the mocap in distance to the zero point after you calibrate, Here is a project that can spit out OSC directly from a vicon system</p>
<div>https://github.com/kylemcdonald/ofxVicon</div>
<div>The included OSC example does not give out rotation only position (I suspect this is the code you are using to get OSC from the vicon as it does not do it natively). You can add a few lines to the OSC example to get the rotation as well- dealing with it in Isadora is another issue. Getting rotation would give you 4 <span style="font-family:Arial, Verdana;font-size:small">values (</span><span style="font-family:Arial, Verdana;font-size:small">qx qy qz qw)</span><span style="font-family:Arial, Verdana;font-size:small"> not 3 (x y z) - I am guessing here you are tracking 3 rigid bodies with only x y z positions.</span></div>
<div><span style="font-family:Arial, Verdana;font-size:small">  
</span></div>
<div><span style="font-family:Arial, Verdana;font-size:small">To try and test this just scale the x y and z values and try and move 2 rigid bodies around each other (watch out for negative values). See if the movement you draw reflects the real movement. If so you are dealing with position not rotation. As yet Isadora does not support quarternion input so you will have to find a workaround to use the rotation.</span></div>]]></description><link>https://community.troikatronix.com/post/7681</link><guid isPermaLink="true">https://community.troikatronix.com/post/7681</guid><dc:creator><![CDATA[Fred]]></dc:creator><pubDate>Wed, 19 Jun 2013 16:19:30 GMT</pubDate></item><item><title><![CDATA[Reply to Rotating 3D objects more then 360 degrees? on Tue, 18 Jun 2013 18:57:01 GMT]]></title><description><![CDATA[<p dir="auto">Dear Aolis,</p>
<div>Well, first of all, are you very sure that the Vicon is feeding you angles, and not absolute x/y/z coordinates? The data you're receiving makes me suspect that this is the case.</div>
<div>In any case, please take a look at the attached User Actor called "wrap-angle.iua". It receives any floating point number and "wraps it" so that it stays within a range of -360 to +360\. (E.g., if you feed in a value of 364.5, the output will be 4.5; if you feed in -372.5, the output will be -12.5) This will allow you to receive an angle of any value, and ensure it ends up in the proper -360 to +360 range.</div>
<div>
<div>Best Wishes,</div>
<div>Mark</div>
</div>
<p dir="auto"><a href="/uploads/files/FileUpload/26/f81a05-wrap-angle.iua">f81a05-wrap-angle.iua</a></p>
]]></description><link>https://community.troikatronix.com/post/7658</link><guid isPermaLink="true">https://community.troikatronix.com/post/7658</guid><dc:creator><![CDATA[mark]]></dc:creator><pubDate>Tue, 18 Jun 2013 18:57:01 GMT</pubDate></item><item><title><![CDATA[Reply to Rotating 3D objects more then 360 degrees? on Mon, 17 Jun 2013 09:32:02 GMT]]></title><description><![CDATA[<p dir="auto">I am running into a few issues getting VICON up and running to OSC but here is a screen shot from the last bit of captured data that I have at the moment.</p>
<div>Basically it shows that the number range is much larger then -360 to 360.</div>
<div>Looks like I'm dealing with numbers that range from between -3200 to 1000 or so . . . it may be adding degrees on each rotation?</div>
<div>Once I get this going again I'll send another update.</div>
<p dir="auto"><img src="/uploads/files/FileUpload/52/b6806a-screen-shot-2013-06-17-at-2.29.59-pm.png" alt="b6806a-screen-shot-2013-06-17-at-2.29.59-pm.png" class=" img-responsive img-markdown" /></p>
]]></description><link>https://community.troikatronix.com/post/7630</link><guid isPermaLink="true">https://community.troikatronix.com/post/7630</guid><dc:creator><![CDATA[Aolis]]></dc:creator><pubDate>Mon, 17 Jun 2013 09:32:02 GMT</pubDate></item><item><title><![CDATA[Reply to Rotating 3D objects more then 360 degrees? on Mon, 17 Jun 2013 08:41:13 GMT]]></title><description><![CDATA[<p dir="auto">DusX,</p>
<div>I can provide some sample data. . . . How would it be most useful to share?</div>
<div>I can provide a video capture of my screen as the data is coming in, or I can write out the data ranges it is providing. . . </div>
<div>Let me get the whole thing running again and see what I can do.</div>
<div>Maybe I can save the data into a text file that can be read back in realtime. . .</div>
<div>Thanks!</div>
<div>-Alex O</div>]]></description><link>https://community.troikatronix.com/post/7629</link><guid isPermaLink="true">https://community.troikatronix.com/post/7629</guid><dc:creator><![CDATA[Aolis]]></dc:creator><pubDate>Mon, 17 Jun 2013 08:41:13 GMT</pubDate></item><item><title><![CDATA[Reply to Rotating 3D objects more then 360 degrees? on Mon, 17 Jun 2013 05:25:50 GMT]]></title><description><![CDATA[<p dir="auto">Can you supply a sample of the data a 360 rotation in <span style="font-family:Arial, Verdana;font-size:small"><span style="font-size:small">VICON looks like to you as OSC data?<br />
I can only imagine 2 data ranges.<br />
First that the rotation is represented similar to degrees.. 0-&gt;360<br />
Or maybe something like 0 -&gt; 50 and 0 -&gt; -50.<br />
Although the second really make little sense.<br />
As OSC these values are probably mapped the the 0-&gt;1.0 range but a data sample would help us know for sure.<br />
In Isadora to scale the values you could either use the built in Min and Max setttings (as shown in the previous screen capture.) or take a look at the 'limit-scale value' actor.<br />
Note the Scale Min and Scale Max shown in the previous screen capture should set the range of the input to 2X full rotations. (0-&gt;360 will be 1)</span></span></p>
<p dir="auto"></p>
]]></description><link>https://community.troikatronix.com/post/7617</link><guid isPermaLink="true">https://community.troikatronix.com/post/7617</guid><dc:creator><![CDATA[DusX]]></dc:creator><pubDate>Mon, 17 Jun 2013 05:25:50 GMT</pubDate></item><item><title><![CDATA[Reply to Rotating 3D objects more then 360 degrees? on Mon, 17 Jun 2013 04:39:04 GMT]]></title><description><![CDATA[<p dir="auto">Thank you!  This is very helpful. </p>
<div>. . .
<div>
<div>My situation is complicated by the fact that I am trying to source my data from a stream of numbers being fed to me via OSC. These numbers are generated by a VICON and when fed directly into Izzy 3D actors causes any object attached to them to exhibit this strange 'spin back' when the physical object being tracked completes a rotation. . . .</div>
</div>
</div>
<div>So I guess, I am currently trying to produce a way of 'mapping' the VICON out put of rotational data into a saw tooth pattern. . . .</div>]]></description><link>https://community.troikatronix.com/post/7615</link><guid isPermaLink="true">https://community.troikatronix.com/post/7615</guid><dc:creator><![CDATA[Aolis]]></dc:creator><pubDate>Mon, 17 Jun 2013 04:39:04 GMT</pubDate></item><item><title><![CDATA[Reply to Rotating 3D objects more then 360 degrees? on Fri, 07 Jun 2013 03:38:35 GMT]]></title><description><![CDATA[<p dir="auto">You can for example use a wave generator actor and set the wave to sawtooth. -360 and 360 degrees have the same orientation and therefore you don't see the jump.<br />
If you want it to turn in the other direction swap the -360 and 360 values of the x, y and z- rotation settings, see attached image.</p>
<p dir="auto">Best<br />
Michel<br />
<img src="/uploads/files/FileUpload/47/289985-wave-generator.png" alt="289985-wave-generator.png" class=" img-responsive img-markdown" /></p>
]]></description><link>https://community.troikatronix.com/post/7463</link><guid isPermaLink="true">https://community.troikatronix.com/post/7463</guid><dc:creator><![CDATA[Michel]]></dc:creator><pubDate>Fri, 07 Jun 2013 03:38:35 GMT</pubDate></item></channel></rss>