Rotate โ
Set or add rotation: flip a HUD, spin a wheel, open a lid.
Rotates the target or one of its prims. Either set an exact rotation or add to the current one.
Fields โ
| Field | Required | What to enter |
|---|---|---|
Target | Yes | $THIS or a scanned target. |
Link Names | if multi-prim | The prim to rotate. ALL LINKS rotates the whole object. |
Type of Rotation | Yes | See the table below. |
Rotation Vector | Yes | Degrees around X, Y, Z: <0, 0, 90>. |
Rotation types โ
| Type | What it does | Use for |
|---|---|---|
| World | Sets the rotation in region coordinates. | Rezzed objects, or turning a whole HUD to another side. |
| World Increment | Adds the vector to the current world rotation. | "Turn 90ยฐ more" buttons; repeated clicks keep turning. |
| Local | Sets the rotation relative to the root prim. | Linked prims: a button on a HUD, a lid, a door in a linkset. |
| Local Increment | Adds to the current local rotation. | Spinning a wheel or fan step by step, opening a lid gradually. |
Notes โ
- Angles are degrees, positive = counter-clockwise looking down the axis.
- On an attached HUD, World rotation is relative to the attachment point, so Local types are usually what you want for HUD parts.
- Combine with a Timer and Activate Function to build continuous animations (a spinning sign: rotate 15ยฐ local increment โ wait 0.2 s โ call itself). Stop it with a variable and a condition, or it spins forever.
Example: a two-sided HUD โ
text
btn_flip_front โ Rotate: $THIS root, Local, <0, 0, 0>
btn_flip_back โ Rotate: $THIS root, Local, <0, 0, 180>