Lets you rotate selected objects 360 degrees.
Determines the axis about which the active objects are rotated for animation display. You can rotate the objects about any of the three axes. The default is to rotate about the Z-axis.
Determines whether the objects rotate in a Positive (counter-clockwise) or Negative (clockwise) direction.
Determines the point of origin about which the objects will rotate.
Origin – The active objects rotate about the point of origin 0, 0, 0 (where the three world axes cross).
Average – The active objects rotate about a center that is the calculated average point of each object’s rotation pivot point.
Determines the number of frames to be created for each 360 degree revolution. Increasing this value slows down the animation and decreasing the value speeds up the animation.
If toggled ON, the system creates an SDL file to record the animation for rendering. In this case, you are prompted for an SDL filename to specify where to store the animation. The recorded SDL file will contain all shader information as well.
Although the animation is written to the SDL file, rendering of the animation is not automatic. To render the animation, you need to use the command-line renderer. For further details, see the description of renderer/raytracer/powercaster/powertracer, documented in the Utilities section of the technical documents.
To avoid this problem, make sure that grid snap is turned off when you invoke Turntable.