View Full Version : Milkshape help
HugeLunatic
27th Jan 2007, 02:34 PM
So I haven't a found a tutorial for exactly what I'm looking for. I'm creating some stuff and being a very symetrical person, I would like to have right angles, say 45 d, 90 d, etc.
I can enter numbers in for the x,y, and z, but I don't know how they translate into say percent or angle degrees or the base 10 number system or even hex! :help:
IgnorantBliss
27th Jan 2007, 02:51 PM
If I remember correctly, the numbers you enter for rotating are equivalent to degrees out of 360. So, enter 90 into the Y box to rotate the object 90 degrees along the Y axis, and so on. Don't have Milkshape handy at the moment, so I can't check to make sure. Have you given it a try?
HugeLunatic
27th Jan 2007, 05:34 PM
I shall be more specific, I'm currently looking at the move. I'm trying to make a window where the top angle is a 45. Specifically for attic type windows to match the default roofline. I've built a lot of houses using 11dots fences, but there not allowed to be included in lots, so I just want to make windows that can be shared.
If I select the top corner and put -.45 it goes down about 45d, but the angle doesn't look like it would match up the roof. So where is the 45d angle figured? Maybe this is more of a math deficiency on my part :wtf:
IgnorantBliss
27th Jan 2007, 06:03 PM
It sounds like you're not using the actual Rotate option in Milkshape. For that, you need to select the whole object that needs to be rotated, and then type in the wanted angle of rotation.
WesHowe
28th Jan 2007, 04:42 AM
If I select the top corner and put -.45 it goes down about 45d, but the angle doesn't look like it would match up the roof. So where is the 45d angle figured? Maybe this is more of a math deficiency on my part :wtf:
For angles, you need to use rotate. Select the part of the window, put 45.0 or -45.0 in the X box and it should rotate. Use Y or Z if it turned the wrong way.
Move should have been just dropping the one coordinate by -0.45 units, if I read your post correctly.
HugeLunatic
28th Jan 2007, 05:44 AM
Thanks for the help. I am trying to use move not rotate. I was confused as to why the decimal came before the number for moving, yet after for rotating. I'm gonna go ahead and figure its right, if not, eh, I need the practice anyway.
WesHowe
28th Jan 2007, 11:41 PM
Move will set your points or lines to change in the up/down, left/right or in/out directions only. Like sliding along the grid.
Rotate will set your points or lines to move in some form of circular pattern, like a rocking or rolling motion.
If you move just one end of a line, it will now be tilted at an angle, but the angle of the tilt is a more compex math than 0.45 being 45 degrees.
The scale on Sims2 stuff is about 1.0 units equals 1 meter. So dropping one side of the window 0.45 is about like moving one in real life a foot and a half (rounded).
Rotate gives you a line at exactly 45 degrees (or whatever you set it for) regardless of how much distance the ends move up or down.
You could always add a box to the scene, rotate the box, move it next to your window and adjust the window until it sits at the angle your box is at, and delete the box later.
<* Wes *>
HugeLunatic
29th Jan 2007, 01:56 PM
Brilliant Wes! That was exactly the template I needed. Thanks.
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