rotation around point not working ue4 - rotation

I'm trying to rotate a sphere around the center of another sphere, but I cannot make it work. I tried setActorLocation before and it also wouldn't work.
Any help would be very much appreciated.
main buleprint
RotateAround blueprint

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Three.js: Make raycaster's direction the same as object's

all!
I'm currently making a game in THREE.js and while I've got the 'vertical' collision with the ground sorted with a raycaster, I am having trouble with horizontal collision. I've consulted a few tutorials, but they don't do what I want them to.
Basically, I've got a load of cubes. I've given them a random y-axis rotation and used translate to make them move 'forward' - pretty basic stuff. How do I get a raycaster to point the same direction as the cube, almost like a line sticking out of its 'nose'? i.e. how do I get a raycaster's direction to copy that of an object?
It's been a while since I've been on here, but kind regards anyway,
Matthew

Maya: Bending a plane as a sphere passes over (space-time animation)

I’m a student using Maya for the first time to try make a ‘proof of concept’ for my future research work. I’m a newbie and I’ve been struggling to try figure this out, any help would be really appreciated:
I’m trying to animate an effect similar to the ‘space-time’ images you often see (fig 1). I’d like to have a plane, and when a sphere (planet) is animated over it the plane bends as shown in fig 1. I’ve gone through all the deformers in Maya and I just can’t see how to do this. I found iCollision, which can do something similar, but it's not quite right (it's more of a footprint than a curve on the plane). The soft manipulation deformer in Maya can make something like (Fig 2), which would work great, but I’m not sure if you can animate this (if I try, it just moves the apex of the deformation, not the whole deform along with the sphere). Ideally the deform ‘depth’ should be defined by the size or some other attribute of the sphere as it moves along.
Could anyone help or suggest how I can do this?
Thank you!
Fig 1
Fig 2

Making of the World Wonders 3D Globe: whole earth

Stating from this excellent article (Making of the World Wonders 3D Globe), I try to replace the demo markers with my own markers, with success.
But I want to render the whole earth in the window, not only the top (about 30%):
My test page.
I have not yet all understand about WebGl, so can you help me?
Try playing with this:
camera.position.set(x,y,z); // you custom coordinates
The globe is there, you simply need to re-position the camera to suits you. You would probably need to adjust z and y coordinates, and note that THREE.js uses right-handed coordinate system.
Hope this helps.

How can you use PointLight or another light to shine 360 degrees around when the light is positioned in the center of an object?

I know that PointLight won't work if you position it in the center of an object, but that's exaclty what I need to do unless there's another way. Basically I have a solar system (original i know) with the sun being at 0,0,0. I need to point light at 0,0,0 so as the object rotate and orbit the sun, the light will shine accordingly. From what I understand, directional light is a one way thing where point light is 360 degrees. Any ideas how i can accomplish what I'm trying to do...here's my code: http://www.benmarshall.me/projects/playground/072012/solar-system.html (it may be broke at times since im currently working in it, but ill try not to keep it broke for very long so ppl can see it)

Getting coordinates of the mouse in relation to 3D space in THREE.js

I have struggled for the past 3 weeks trying to figure this out. If anyone could help me I would appreciate it so much.
I'm developing a game similar to Geometry Wars in where I have a triangle in the middle of the screen which you can move around.
The problem is I need the triangle to rotate and face toward the direction of the mouse curser. I don't need to worry about the z-axis per-say as I always have the camera in a fixed position (z=500) and I am treating the scene as a "2D scene" - all the action occurs on the z=0 plane.
Calculating the angle between the triangle and the mouse is elementary:
targetAngle = Math.atan2(mouseCoord.y-this.position.y, mouseCoord.x-this.position.x)
where this is the mesh.
The problem is that the mouseCoords are in standed Dom window format whilst the position of the triangle is in Three.js format.
Q) How would I convert the mouse coords to represent the coords on the z=0 plane where the triangle is?
I have tryed so many ways including ray intersection but nothing works ;(
Thank you all for your help and thank you so much for an amazing framework!!!!
I don't actually see the problem. use the THREE.vector3 with the z coord in 0. then use something like triangle.rotate(THREE.vector3(targetAngle,0,0) or something
I suspect your intersection isn't working because of a CSS offset by your canvas within the DOM.
If you need the triangle to look at something specific, you should simply be able to use the "lookAt" method of the triangle.
To have it look at the camera for example:
triangleMesh.lookAt(camera.position);

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