Let's try using the roll method instead of the turn method to see if that looks better.
Step 7: Right click on the turn statement to delete it.
Step 8: Drag the roll method into the code area.
Step 9: Select right and 1/2 revolution.
Step 10: STOP! Hit play to see what your program now looks like.
Was it what you expected?
It was closer, but not quite what we're looking for. The leftArm of slackerProm still went into his head.
Let's see if we can stop this by making the amount of revolution smaller than 1/2.
Step 11: On the leftArm roll revolution tile, click on the part where it says .5 revolutions to get a dropdown menu.
Step 12: Select the option other....
Step 12: Type in 0.4 and click OK.
Now click play. The leftArm of slackerProm should no longer go through his head and your program should look similar to the video on the previous page.
Sure, this wave still doesn't look completely realistic, but it's a lot closer than it was before! And it wouldn't have been possible, unless slackerProm had sub-parts available for us to use.
What you should take away from this is:
If you want an a piece of an object to perform a specific action (instead of the whole object), you can make that happen using sub-parts.
Exactly how roll or turn will make a specific object or sub-part of an object move depends on how the animator designed that object. You don't always have to "know" (even professors don't have to "know") -- you just need to know that you can experiment and figure it out!