Difference between revisions of "Roll"

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If you tilt your head to read the spine of a book, this is roll in action.
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= Roll =
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One of the three rotational axes commonly used to describe the rotation of an object. The term comes from aviation.
  
If you tilt your head to read the spine of a book, this is roll in action. One of the three rotational axes commonly used to describe the rotation of an object. The term comes from aviation. Most [[RT3D]] [[Engine|engines]] count from -180 to 180 degrees, starting out rolled upside-down all the way to the left, turning clockwise and ending up rolled upside-down all the way to the right. Straight forward with no roll is 0 degrees. See also [[Pitch|pitch]], [[Yaw|yaw]], [[RotationalAxis|rotational axis]].
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Most [[:Category|GameEngines|game engines]] count from -180 to 180 degrees, starting out rolled upside-down all the way to the left, turning clockwise and ending up rolled upside-down all the way to the right. Straight forward with no roll is 0 degrees.  
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See also [[Pitch]], [[Yaw]], [[RotationalAxis]].
 
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[[Category:Glossary]]
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[[Category:Glossary]][[Category:Rigging]]

Latest revision as of 20:26, 19 March 2015

If you tilt your head to read the spine of a book, this is roll in action.

One of the three rotational axes commonly used to describe the rotation of an object. The term comes from aviation.

Most GameEngines|game engines count from -180 to 180 degrees, starting out rolled upside-down all the way to the left, turning clockwise and ending up rolled upside-down all the way to the right. Straight forward with no roll is 0 degrees.

See also Pitch, Yaw, RotationalAxis.


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