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<img src="C:\kimchiandchips\Workshops\VVVV.Tutorials.Fundamentals\5. Transforms.png" />
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<h2>0 - Transforms</h2>
<p> Let's setup a <node>Quad</node> with a <node>Renderer</node>. </p><p> Now let's add a <node>Transform 2d</node> above the <node>Quad</node>. </p><p> If we try and manipulate the input pins on the <node>Transform</node>, then we can see how we can move, scale and rotate the object in a simple way </p><p></p>
<h2>1 - Vector transforms</h2>
<p> The <node>Transform (2d)</node> is good to get started and for a range of tasks, but let's also have a look at a different way of dealing with transforms which can be more elegant. </p><p> Select your <node>Renderer</node> and <node>Quad</node> by dragging <img src="html_resources/hold.png"/><img src="html_resources/lmb.png"/> a selection box around the 2 nodes. Then duplicate these 2 nodes using <key>Ctrl</key>+<key>D</key> to duplicate. You should now have a copy of the <node>Quad</node> and the <node>Renderer</node>. Move these further down the patch. </p><p> Now lets add a <node>Scale (Transform Vector)</node> and a <node>Translate (Transform Vector)</node>. Connect the <pin>Transform Out</pin> of <node>Translate</node> into the <pin>Transform In</pin> of <node>Scale</node> and connect the <pin>Transform Out</pin> of <node>Scale</node> to the <pin>Transform</pin> input of <node>Quad</node>. </p><p> Now create 2 <b>Vector 3D</b> <node>IOBox</node>'s using the double right click <img src="html_resources/click2.png"/><img src="html_resources/rmb.png"/> quick menu. </p><p> Connect these 2 new <node>IOBox</node>'s to the <node>Scale</node> and <node>Transform</node> node's <pin>XYZ</pin> inputs. </p><p> Since your scale's input value is set to <b>0,0,0</b> your quad has no size. Increase this to <b>1,1,1</b>. (Note: a quick way of doing this is to <img src="html_resources/click.png"/><img src="html_resources/rmb.png"/> on the <node>IOBox</node>'s <pin>Input Value Y</pin> and type <key>1</key> then <key>Enter</key>. This will set all slices in the spread to 1.</p>
<h2>3 - Rotation</h2>
<p> Now let's add another transform to the <concept>Transform stack</concept>. Let's add a <node>Rotate</node> at the top in the same way we added the <node>Translate</node> and <node>Scale</node>. </p><p> The units of rotation in VVVV are : <ul> <li><b>0</b> = no rotation</li> <li><b>0.25</b> = 90 degrees (quarter rotation)</li> <li><b>0.5</b> = 180 degrees (half rotation)</li> <li><b>1</b> = 360 degrees (full rotation), back to the beginning</li> </ul> </p><p> This normalisation of rotations may seem strange, but it becomes very useful for quickly doing maths with rotations and imagining them yourself. </p><p> In VVVV, simple rotations are about 3 axes (corresponding the input <pin>XYZ</pin> on <node>Rotate (Transform Vector)</node>). These are: <ul> <li>X - Rotation about the positive X axis (the axis pointing right)</li> <li>Y - Rotation about the positive Y axis (the axis pointing up)</li> <li>Z - Rotation about the positive Z axis (the axis pointing out of the screen towards you)</li> </ul> </p><p> For standard 2D rotations, you'll want to spin the object in the axis pointing out of the screen. </p><p></p>
<h2>4 - Transform order</h2>
<p> In computer graphics. The order in which transforms are performed is important, e.g.: <ul> <li><b>Rotate then translate</b> - Spin the object around the origin (the center of the object), then move it</li> <li><b>Translate then rotate</b> - Move the object (hence move the center of the object), then spin the object around the origin (This causes the object to orbit around the center of the space).</li> </ul> </p><p> Try to put the transforms in different orders to understand how this works. More on this later. </ul></p>
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