This page exists within the Old ArtZone Wiki section of this site. Read the information presented on the linked page to better understand the significance of this fact.
You can rotate any type of object in your scene, with the exception of point lights, seeing as they shine light in all directions. Translations and scales are somewhat obvious when it comes time to make adjustments. You move an object on the X axis to move it left or right, and scale the object along the X axis to widen it. You can also rotate objects along their X, Y, and/or Z axes, but a bit of explanation is needed to explain how rotation works.
The easiest way to explain rotation is to compare it to a pair of tires on an axle, examples of which are shown in the figure below The axle is the axis of rotation, and the tires rotate in the direction that is perpendicular to the axis. For example, when the front of the car is facing directly toward you, the axle is running left to right along the X axis. The tires rotate front to back.
Now, let’s say the car is tipped over on its side, so that the axle runs up and down along the Y axis, and the bottom of the car is facing toward you. The only way the tires can turn in this case is side to side (or left to right).
Let’s turn the car again, so that the axle is running front to back, along the X axis. You are looking at the car from its side. Now, you see the tires turn clockwise or counter-clockwise.
This is precisely how rotation works in the 3D world. The axis of rotation is fixed along the X, Y, or Z axes, in the same way that the tires are in the previous figure. As you try to determine which of the three parameters will properly rotate your object, think of the axis as being the “fixed” direction. To summarize, the settings shown below work as follows:
NOTE! When a figure contains bones, as is the case with humans, animals, and poseable clothing, you will sometimes see the rotation parameters listed in more friendly terms: Twist, Bend, Side-Side, Up-Down, Front-Back, and so on.