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How to rotate mesh on Z axis in Warper 2D

PostPosted: Tue Sep 24, 2013 1:23 am
by yrokhlin
Hey,

So I am mapping a hemispherical dome, and I modeled the cap of my dome in Blender, and exported as .3DS.. Now everything works fine, right up until I export from Warper 3D in to my Warper2D to align it to the rest of my perimeter. The problem is, Warper2D only lets me rotate my mesh on the X and Y axis, which for a flat disc is essentially useless because it rotates the mesh up or down or left and right, but not clock wise and counter clock wise.

Why would you not include Z rotation in the Warper2D? XY rotation is nearly useless (not to mention I had to downgrade to Pbox 5.3 just to get rotation working with out a crash.)

Maybe I am missing something?? My non imported meshes can be rotated clockwise/counterclockwise just fine!

Now I have to route my Manager to the cap projector just to be able to map it, so frustrating!!! There has to be a proper work around, why not just include Z rotation in the warper 2D, does this one little feature really need to be crippled?

Re: How to rotate mesh on Z axis in Warper 2D

PostPosted: Fri Sep 27, 2013 9:45 am
by Dennis Kuypers
Hey,

All this has to do with the way our product range is. Servers have the full 3D space, Players are limited to 2D.

yrokhlin wrote:The problem is, Warper2D only lets me rotate my mesh on the X and Y axis, which for a flat disc is essentially useless because it rotates the mesh up or down or left and right, but not clock wise and counter clock wise.
Why would you not include Z rotation in the Warper2D? XY rotation is nearly useless (not to mention I had to downgrade to Pbox 5.3 just to get rotation working with out a crash.)
The Warper 2D only lets you rotate around the Z axis. That is a 2D rotation on the X/Y surface. That is the big restriction be put on players. We are aware of the fact that the 5.5 warper has a couple of problems. My colleague Mike will contact you with the new warper version. If anyone else needs it, please contact supportATcooluxDOTde.

yrokhlin wrote:Maybe I am missing something?? My non imported meshes can be rotated clockwise/counterclockwise just fine!
Meshes with FFDs are completely different from 3D objects you have inported. They are handled in a different way internally, so problems with one must not affect the other.

yrokhlin wrote:Now I have to route my Manager to the cap projector just to be able to map it, so frustrating!!! There has to be a proper work around, why not just include Z rotation in the warper 2D, does this one little feature really need to be crippled?
The Warper 2D only includes the Z-Rotation because it is limited to 2D. What you are doing is the workaround. The proper solution to this problem is buying Servers instead of Players.

Best regards
Dennis