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Thread: Smooth Rotation

  1. #1
    Clicker Multimedia Fusion 2

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    Question Smooth Rotation

    Are there any tutorials or extensions for giving an object completely smooth rotating directions as opposed to only 32 that are provided?

  2. #2
    Clickteam Clickteam
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    Here is something super simple to get you started....
    Attached files Attached files

  3. #3
    Clicker Multimedia Fusion 2

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    Quote Originally Posted by Kisguri View Post
    Here is something super simple to get you started....
    This seems to be doing the trick. I'm still trying to figure out how to make the object face the exact angle of the direction it's heading in though. Would you happen to know how to do that? I can't quite figure it out from the examples.

  4. #4
    Clicker Multimedia Fusion 2SWF Export Module

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    In MMF2, the directions are given as 0 to 32, counterclockwise from east. Angles are given as 0 to 360, again counterclockwise from east.
    So you can convert "directions" to "angles" by simply multiplying by 11.25 in the event editor, or back by dividing by 11.25

    You can make the rotations smoother by choosing how it handles the rotation quality, thats the second box that opens up asking for a parameter
    0 makes it low quality but faster, 1 makes it high quality with resampling, which is slower.

    However it will only look significantly better if you are using a hardware accelerated renderer.
    What is your project meant to run on? iPhone, Java, Android, or .exe for a PC?
    If you're just making it for the PC, you can change your project from "Standard" to "Direct3D9" under
    Project->Properties->Runtime Options->DisplayMode

    This is a whole ton faster and smoother looking than the normal display, but only works on PC's with graphics cards, not on smartphones, where you'd want to keep the normal renderer or use extensions that can give you effects specific to those runtimes, I believe such things exist for iOS and such.


    There are some useful code bits for angles. If you want to have an object face a specific (X,Y) point, then you can calculate its angle as:
    ATan2(>Y of Object< - >Y of Point to look at< , >X of Point to look at< - >X of Object<)

  5. #5
    Clicker Multimedia Fusion 2

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    Quote Originally Posted by Pixelthief View Post
    In MMF2, the directions are given as 0 to 32, counterclockwise from east. Angles are given as 0 to 360, again counterclockwise from east.
    So you can convert "directions" to "angles" by simply multiplying by 11.25 in the event editor, or back by dividing by 11.25

    You can make the rotations smoother by choosing how it handles the rotation quality, thats the second box that opens up asking for a parameter
    0 makes it low quality but faster, 1 makes it high quality with resampling, which is slower.

    However it will only look significantly better if you are using a hardware accelerated renderer.
    What is your project meant to run on? iPhone, Java, Android, or .exe for a PC?
    If you're just making it for the PC, you can change your project from "Standard" to "Direct3D9" under
    Project->Properties->Runtime Options->DisplayMode

    This is a whole ton faster and smoother looking than the normal display, but only works on PC's with graphics cards, not on smartphones, where you'd want to keep the normal renderer or use extensions that can give you effects specific to those runtimes, I believe such things exist for iOS and such.


    There are some useful code bits for angles. If you want to have an object face a specific (X,Y) point, then you can calculate its angle as:
    ATan2(>Y of Object< - >Y of Point to look at< , >X of Point to look at< - >X of Object<)
    Hi. Thanks for the response. I actually have to go to sleep right now but I will definitely look over this tomorrow.

    Thanks again.

  6. #6
    Clicker Multimedia Fusion 2

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    Quote Originally Posted by Pixelthief View Post
    In MMF2, the directions are given as 0 to 32, counterclockwise from east. Angles are given as 0 to 360, again counterclockwise from east.
    So you can convert "directions" to "angles" by simply multiplying by 11.25 in the event editor, or back by dividing by 11.25

    You can make the rotations smoother by choosing how it handles the rotation quality, thats the second box that opens up asking for a parameter
    0 makes it low quality but faster, 1 makes it high quality with resampling, which is slower.

    However it will only look significantly better if you are using a hardware accelerated renderer.
    What is your project meant to run on? iPhone, Java, Android, or .exe for a PC?
    If you're just making it for the PC, you can change your project from "Standard" to "Direct3D9" under
    Project->Properties->Runtime Options->DisplayMode

    This is a whole ton faster and smoother looking than the normal display, but only works on PC's with graphics cards, not on smartphones, where you'd want to keep the normal renderer or use extensions that can give you effects specific to those runtimes, I believe such things exist for iOS and such.


    There are some useful code bits for angles. If you want to have an object face a specific (X,Y) point, then you can calculate its angle as:
    ATan2(>Y of Object< - >Y of Point to look at< , >X of Point to look at< - >X of Object<)
    Basically what I'm trying to do is make a bullet object face the direction in which it's launched.

  7. #7
    Clicker Multimedia Fusion 2

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    Nevermind I think I've got it. Thanks for all the help.

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