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Adding a full rotation
Benjamin Schmid edited this page Sep 15, 2020
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1 revision
Next, we add a 360-degree rotation around the x-axis:
At frame 0:
- rotate by 10 degrees vertically
- rotate by 10 degrees horizontally
- zoom by a factor of 0.6
From frame 0 to frame 90 rotate by 180 degrees vertically
Clicking the “Run” button again now renders a movie with 90 frames. Starting from the initial orientation which we adjusted in the last paragraph, the cornea is now rotated around (the view’s) x-axis. Note that transformations (here rotations) are applied in the order they appear in the text. First, the 10-degree rotations are applied, and then the cornea is rotated around the (already rotated) x-axis. If we wanted the cornea to rotate around the original x-axis, we needed to reverse the order of the transformations:
From frame 0 to frame 90 rotate by 180 degrees vertically
At frame 0:
- rotate by 10 degrees vertically
- rotate by 10 degrees horizontally
- zoom by a factor of 0.6