The rotate CSS property allows you to specify rotation transforms individually and independently of the transform property. This maps better to typical user interface usage, and saves having to remember the exact order of transform functions to specify in the transform property.

The name of the axis you want to rotate the affected element around ("x", "y", or "z"), plus an specifying the angle to rotate the element through. Equivalent to a rotateX()/rotateY()/rotateZ() (3D rotation) function.


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Three s representing an origin-centered vector that defines a line around which you want to rotate the element, plus an specifying the angle to rotate the element through. Equivalent to a rotate3d() (3D rotation) function.

The following example shows how to use the rotate property to rotate an element along various axes on hover. The first box rotates 90 degrees on the Z axis hover, the second rotates 180 degrees on the Y axis on hover, and the third rotates 360 degrees on hover around a vector defined by coordinates.

The name of the axis you want to rotate the affected element around (\"x\", \"y\", or \"z\"), plus an specifying the angle to rotate the element through. Equivalent to a rotateX()/rotateY()/rotateZ() (3D rotation) function.

\n The following example shows how to use the rotate property to rotate an element along various axes on hover.\n The first box rotates 90 degrees on the Z axis hover, the second rotates 180 degrees on the Y axis on hover, and the third rotates 360 degrees on hover around a vector defined by coordinates.\n

If you want to apply multiple transformations to an element, be careful about the order in which you specify your transformations. For example, if you rotate before translating, the translation will be along the new axis of rotation!

\n The amount of rotation created by rotate() is specified by an . If positive,\n the movement will be clockwise; if negative, it will be counter-clockwise. A rotation by 180 is called point\nreflection.\n

\n If you want to apply multiple transformations to an element, be careful about the order in which you specify your\n transformations. For example, if you rotate before translating, the translation will be along the new axis of\n rotation!\n

I'm trying to rotate a padstack in one of my symbols (opened .dra file in allegro 16.2). I want it 90 deg rotated. If I right-click, I find "move", I can pick options if I right click and pick "rotation angle" but it doesn't rotate. I I instead use "rotate" when right clicking, It rotates but I can't get a clean 90 deg rotation, it always seams a bit "tilted". If I pick "Edit->Spin gives me: "No valid items selected for the current operation, exiting.

I'm starting to play with the new 3D Viewer. How do I view the other side of my PCB in isometric view? It looks to only show an isometric Top side and I want to see the an isometric Bottom side. Or at a minimum be able to actively rotate the design.

My cursor often becomes stuck on the pan (10.3) or the rotate (Pro) tool. No matter what I try, I'm not able to use any other cursor functions. Sometimes a full computer restart fixes this issue, but not always. No key command or escape key command fixes this issue.

MoveFace also has the option to move to a boundary.

There used to be a RotateFace, etc command for sub-objects commands in V4, but those were removed once sub-object selection and editing was hooked. As mentioned, if you would like to rotate, scale or move, you can now select faces or edges and use the regular transform commands (rotate, scale, move, etc.).

There is no history support for sub-object editing.

You can do it, you just press Ctrl+Alt then hover over the corner and the rotate sigh will appear and then you press and rotate it only works with a mouse though because if you right-click the cut copy paste sign appears.

The brush can be rotated by pressing shift + arrow but is there a way to see the actual degrees and how to reset it back? I am working with the clone tool and rotating it but it's really difficult to know which degree it's currently at and when the brush has been rotated back to the start. Hope that makes sense.

Hi all,

I currently have a micro-CT of a phantom that, when loaded into Slicer, appears upside down (there are some file conversions going on before I get to Slicer, so this behaviour is probably correct from a software perspective). Is there a way to rotate my view of the image (e.g. rotate my view of the red slice 180 degrees) without moving the image itself? (e.g. by using the transforms module)

Thanks for your reply! It seems like it should work, but it is not for me. I will continue to tinker with it. I just added a html element to the header and added the code: .bubble-element RepeatingGroup { -ms-transform: rotate(30deg) !important; -webkit-transform: rotate(30deg) !important; transform: rotate(30deg) !important;}

Allow Tag Rotation - Keep default behavior as-is, but allow for post-creation rotation (using the rotate tool) of all tags on an as-needed basis (so "Align with Element" only governs until "overidden" by the Rotate command)

Or just fix the Foundation Tag behavior. I had to create a Foundation Tag family with Labels in 5 degree increments controlled by visibility parameters (for use with Wall Footings), but I don't recall having to rotate other tags (such as for Framing).

@lionel.kai Some tags rotate with their objects, others don't, even if you tick the box, "rotate with object" Ideally it would be consistent across all tag categories AND have some rotation grip for instances where you DON'T want it aligned to objects. TBH the whole Horizontal/Vertical switch is pretty bad too.

I agree with what both of you say (especially on the Foundation Tags). What i am asking for is the ability to rotate tags using the Modify/Rotate command (essentially overriding the "Align with Element" part - which would become a default on creation but not necessarily a Locked position).

This is compounded occasionally by the need to have tags read slightly "upside-down" - which is impossible to do in Revit. I run into this often when dealing with framing tags that i want to all read the same "direction" from one end of the building to the other. A tag looks fine when it is anywhere from 0-90 degrees, but the second the element is rotated past 90 degrees, the tag flips around.



I just created an idea for that option. If this link doesn't work, just look for one named "Allow tags rotate with component as an instance". (For some reason my links never work when I copy/paste them from the Idea page).

We have the problem with wall foundations where the walls are at odd angles. The wall footing tags don't rotate with the wall footings, and are useless in a lot of projects. We also have a door type with embedded lintels/headers as shared structural framing members. The structural framing tags won't align with those either.

We ran into this as well. In this example, some information is called out with a tag and other is embedded in the symbols. Because 'rotate with component' doesn't work properly, our drawings get harder to read.

Is this what you after ( rotate camera 90 on its own z-axis )

Screen_Capture1920888 46.4 KB

If so. OrbitControls source has to be edited. This is a dirty hack which makes navigation almost impossible.

We need to create a dashboard wireframe like this:

image1319958 187 KB

This challenge is to create the labels on the left hand side which are rotated 90 degrees.

Short of using a different tool to create an image, is there any other way?

Rotate can have the euler angle specified in 3 floats for x, y, and z.


The example shows two cubes: one cube uses Space.Self (the local space and axes of the GameObject) and the other uses Space.World (the space and axes in relation to the /Scene/). They are both first rotated 90 in the X axis so they are not aligned with the world axis by default. Use the xAngle, yAngle and zAngle values exposed in the inspector to see how different rotation values apply to both cubes. You might notice the way the cubes visually rotate is dependant on the current orientation and Space option used. Play around with the values while selecting the cubes in the scene view to try to understand how the values interact.

For example, to rotate a text 30 degrees around the Z-axis at anchor point of (50,30): Text text = new Text("This is a test"); text.setX(10); text.setY(50); text.setFont(new Font(20)); text.getTransforms().add(new Rotate(30, 50, 30));

Really?! Oh man.. and here I've been aiming Kerbal's at ladders/handholds at an angle, turning off the jetpack shortly before impact, and hoping that when he bumps his helmet that he'd rotate around in order to grab said ladder..

So when you switch to 'Camera: FREE', then rotate the camera so you're looking, say, directly down at the Kerbal from above him, then press 'W', he doesn't reorient himself, he just keeps his relative orientation and moves forward?

I believe you can rotate the kerbals using the mouse. The problem is that they hit "the gimbals" and only pitch so far. I find myself doing similar things (such as changing the orientation of the ship pre-EVA) or fiddling with the view to keep from crashing helmet first into the ship's hatch. I haven't really found an elegant solution myself, but I haven't been doing a lot of EVAs lately either... 2351a5e196

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