Vector: Vector Rotate
|Function||Rotates a vector around a centre point|
|Nearest C4D equivalent||Xpresso MatrixMulVector node with suitable input values (there is a 'Rotate Vector' preset in the X-Pool)|
This node rotates a vector around a centre point. You could use this to rotate the output of a Texture Coordinates node before linking to an Image Texture node, for example.
Note: a * symbol next to the name indicates the parameter also has an input port. A # symbol indicates that the parameter can only be changed with an input node, not in the node itself.
Type drop-down menu
This menu determines how the vector is rotated. The options are:
With this option, you specify the axis of rotation to use in the 'Axis' vector and the degree of rotation in the 'Angle' setting.
X Axis, Y Axis, Z Axis
These are the three standard 3D axes. The degree of rotation is specified in the 'Angle' setting.
Here, the degree of rotation is controlled by the 'Rotation' vector so it is possible to control the rotation on each individual axis, rather than one axis.
If checked, the rotation angle is inverted.
The vector to be rotated.
Center.x, Center.y, Center.z *
The point around which to rotate the vector.
Axis.x, Axis.y, Axis.z *
If 'Type' is set to 'Axis Angle' the axis of rotation is given in this vector and the degree of rotation in the 'Angle' setting. By default this is the Y axis with no rotation around X or Z.
Rotation.x, Rotation.y, Rotation.z *
If 'Type' is set to 'Euler' the vector will be rotated around the centre point with the degree of rotation controllable for each axis (that is, heading, pitch and bank).
The rotation angle to use if 'Type' is set to anything other than 'Euler'.