The rotate command is used to change the rotation of geometric objects. The rotation values are specified as Euler angles (rx, ry, rz). The values are interpreted based on the current working unit for Angular measurements. Most often this is degrees. The default behaviour, when no objects or flags are passed, is to do a absolute rotate on each currently selected object in the world space.
allows any iterable object to be passed as first argument:
rotate("pSphere1", [0,1,2])
NOTE: this command also reorders the argument order to be more intuitive, with the object first
Perform an absolute operation.
Let the pivot be the center of the bounding box of all objects
deletePriorHistory : dph (bool) []
Modifer for -relative flag that specifies rotation values should be added to current XYZ rotation values.
Let the pivot be the center of the bounding box of each object
Perform rotation about object-space axis.
Define the pivot point for the transformation
preserveChildPosition : pcp (bool) []
When true, UV values on rotated components are projected across the rotation in 3d space. For small edits, this will freeze the world space texture mapping on the object. When false, the UV values will not change for a selected vertices. Default is false. Flag can have multiple arguments, passed either as a tuple or a list.
To move the corresponding symmetric components also.
Sets the position of the reflection axis at the geometry bounding box
Sets the position of the reflection axis at the origin
Specifies the X=0 as reflection plane
Specifies the Y=0 as reflection plane
Specifies the Z=0 as reflection plane
Specifies the tolerance to findout the corresponding reflected components
Perform a operation relative to the object’s current position
Rotate in X direction
Rotate in X and Y direction
Rotate in all directions (default)
Rotate in X and Z direction
Rotate in Y direction
Rotate in Y and Z direction
Rotate in Z direction
Perform rotation about global world-space axis.
Derived from mel command maya.cmds.rotate