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Rotate โ€‹

Rotate
FREE 50 memory Move & Resize works on targets

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€‹

FieldRequiredWhat to enter
TargetYes$THIS or a scanned target.
Link Namesif multi-primThe prim to rotate. ALL LINKS rotates the whole object.
Type of RotationYesSee the table below.
Rotation VectorYesDegrees around X, Y, Z: <0, 0, 90>.

Rotation types โ€‹

TypeWhat it doesUse for
WorldSets the rotation in region coordinates.Rezzed objects, or turning a whole HUD to another side.
World IncrementAdds the vector to the current world rotation."Turn 90ยฐ more" buttons; repeated clicks keep turning.
LocalSets the rotation relative to the root prim.Linked prims: a button on a HUD, a lid, a door in a linkset.
Local IncrementAdds 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>