diff --git a/Frame.md b/Frame.md index 9351406..3a45487 100644 --- a/Frame.md +++ b/Frame.md @@ -44,7 +44,7 @@ You can see that the circle is still in the "*horizontal*" XZ-plane but the whol * When you need to rotate a lot of points * When you feel it is more convenient than a rotation -Note that frames do not completely replace rotations. I tend to use rotations during the creation stage of a shape and then get the final orientation with a frame. Let's illustrate this with the example of the circle around the player's head. What if want a circle that goes vertically around the player's head and not horizontally? It is possible to achieve this with frames only but you will have to deal with a lot of annoying yaw/pitch problems. The solution to this is that you first get a vertical circle and then show it in the frame of the player: +Note that frames do not completely replace rotations. I tend to use rotations during the creation stage of a shape and then get the final orientation with a frame. Let's illustrate this with the example of the circle around the player's head. What if want a circle that goes vertically around the player's head and not horizontally? It is possible to achieve this with frames only but you will have to deal with a lot of annoying yaw/pitch problems. The solution to this is that you first get a vertical circle with the help of a rotation and then show it in the frame of the player: ``` set {_circle::*} to circle with radius 1 and density 5 # Creates a circle in the horizontal XZ-plane set {_circle::*} to {_circle::*} rotated around z-axis by 90 # Rotate the circle to a vertical position