From the course: TouchDesigner & Unreal: Interactive Controllers

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Blueprint 4: Rotating geometry

Blueprint 4: Rotating geometry

From the course: TouchDesigner & Unreal: Interactive Controllers

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Blueprint 4: Rotating geometry

- [Narrator] Now we're going to add some rotation into our object movement by just taking the same data coming in off that xy pad and having our geometry rotate in whatever direction we're going. So if we're moving our finger to the left on the iPad, it will roll to the left and so on and so forth. So let's go back to our world outliner, open up our blueprints and alright, what we're going to do here actually, is we are going to grab these nodes here. The Pop Floats, the Map Ranges and then these multipliers that we are using to generate our transforms. We're just going to copy them and paste these down here. And then we're going to connect this first Pop Float back to the output of our custom event. So I'm going to drag this down there. Just doing this so we can have each sort of operation happen at a different area and the finally, we'll add some comments and clean all this stuff up. Again, we've got our range from one to negative one, that we're ranging our zero to one to, really…

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