it's also very extensive for what i want to do - mine is for a banner to
look nice

a

On Mon, Dec 1, 2008 at 6:25 PM, Todd Kerpelman <[EMAIL PROTECTED]> wrote:

> Well, I know you could do something like this very easily using a physics
> engine like Box2D (http://box2dflash.sourceforge.net/), but the "very
> easily" part only kicks in after you spend several hours converting your
> entire application to using a third party physics engine.
>
> If you're just trying to do some more basic faux-gravity rotation, there's
> probably simpler ways of doing it. If I were gonna fake it and I had a
> simple shape like a rectangle to work with, I might esimate what portion of
> the sprite was to the left and the right of my cursor, use that to apply a
> little force to some internal _angularVelocity variable, and then combine
> that with the MatrixTransfrmer.rotateAroundInternalPoint method to rotate
> my
> object around the mouse cursor. But I can't promise you that'll necessarily
> look any good, though. That's just a guess.
>
> --T
>
>
> On Mon, Dec 1, 2008 at 10:12 AM, allandt bik-elliott (thefieldcomic.com) <
> [EMAIL PROTECTED]> wrote:
>
> > So I guess what i'm trying to get at is that I'd like to apply gravity
> and
> > momentum to an objects angle rather than directly to their y axis
> >
> > anyone have any ideas?
> >
> > thanks
> > a
> >
> > --------------------------------------
> >
> >
> > hi guys
> >
> > could anyone point me in the right direction to do the following, please?
> >
> > I'd like an object that is dragged to correctly respond to being pulled
> > around by pivoting around the point it is dragged by (also applying
> > downward
> > force to represent gravity)
> >
> > for example, if i hold a pencil lightly at one end, it will pivot around
> > the
> > point i am holding and swing until it comes to a rest pointing straight
> > down.
> >
> > does anyone know of any tutorials that go into this kind of thing?
> >
> > thanks for your help
> > a
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