Publisher gives you several ways to rotate or move objects in your documents. When you rotate an object, it moves left or right around an axis and keeps the same face toward you. When you flip an object, the object turns over, either vertically or horizontally, so that the object is now a mirror image.
Hi,
Brand new to the program and liking it so far.
One area that is a little frustrating is the lack of an ability to rotate objects.
It would also be nice to do a Flip Horizontal or Vertical.
Would be a great time saver!
Thanks,
Mark
I am simply looking for a way to get the text on my dimension in layout to appear on the right hand side of the dimension line rather than the left. In the attached image the dimension leader automatically sets the text on the left/inside (this is what my dimension style has it currently set to) when I would prefer it to be on the right for this particular dimension, which is currently just an exploded dimension with the text manually rotated and placed. I cannot for the life of me find a way to make this happen in the style override menu.
Hi. I dont know the answer, but I know, that you have two basic view orientation when looking at the technical drawing. First one is normal - text is above, the second one is 90 degrees rotated to the left. The intention is to reduce possible text orientation on the drawing. Its not working great when the dimension is rotated slightly to the left. Maybe there should be some kind of option for aligment of the text depending on the angle (flip orientation etc).
Hi Mary,
dimensions are aligned to viewing direction 1 until around 80 degrees (dim D, C) and than it flips the text to a correct side (A, B). I think it should flip the alignment right after 45 degrees. Then you rotate your drawing and see it from thedirection 2. So from my point of view, this is the main issue for dimensions text aligment.
That special option I mentioned could be a definition of a treshold for text alignment depending on rotation of a dim. Now its 0-80 degrees, then flip. Easier way could be an option to flip alignment of the text in properties of a current dim. Sorry for my english, hope you understand.
In the Desktop you can use the wheel in the upper left corner of the image to rotate it.
From the command line you can use the Flip operator.
image.png984500 29.3 KB
Unfortunately, it is currently not accessible from the Desktop
-390
so I'm trying to make a Sonic-type game. I'd like to make him flip left-right and rotate all around. I almost managed this by creating one sprite with the costumes, which could flip left-right and it was constantly stamping, and a second sprite was using "switch to costume (pen trails)" and it was able to spin all around. that worked well, but the result was blurry and it slowed everything down. so now I'm attempting to do a similar thing, but I've told it to adopt the frames directly from sprite1, which is still causing it to slow down, but not as much. but with this method, it's not blurry anymore but I can't flip it. my best guess is I need to use javascript to flip the image. is this simple to do, or am I wasting my time? I kind of don't want to do it the regular Scratch way, where you have frames for both left and right facing. using SA3 sprites, that's a lot of flipping to do.
I'm not quite sure I understand what you're trying to do. You can tell a sprite whether to flip left-right or rotate, or neither, with the three buttons above the scripting area, just to the right of the palette color selector and to the left of the little picture of the sprite.
If you want to change rotation style within a program, you have to use the 5.0 beta at and in the SET block, the one you use to set the value of a variable, the pulldown menu has a submenu called "my" in which "rotation style" is one of the choices. Set it to
0 - don't rotate
1 - rotate
2 - flip left-right
I want to be able to do both flip left-right and rotate at the same time, as seen in any Sonic the hedgehog game. the way I'm approaching this is having one sprite flip left and right, while another sprite is adopting it's visual properties and rotating, achieving both. this is only half-working though.
Oh, I see. Lots of ways. Probably the easiest is just to duplicate and flip all the costumes, then rotate among 1-8 or 9-16 depending on left-facing or right-facing. You'll have to do something slightly more complicated than just "next costume" but it should be straightforward.
HandBrake (or at least the GUI) does not offer a way to rotate video. The HandBrake CLI does have a "rotate" option, however I found it is not a true rotation. Rather, it simply flips on an axis. The documentation is poor, but I found that a value of 1 flips on X, 2 flips on Y, and 3 flips on X and Y. So using a value of 3 is the same as doing a 180 rotation, which is useful for videos that are upside down, but not for videos that are sideways.
I just used v1.5.1 of HandBrake to rotate a .mov file and output it as an .mp4. In the Dimensions tab I just used the Rotation dropdown, in my case changing it from 0 to 270 (other options are 90 and 180).
Can confirm all that has been said.
Also, now after the 2.8 update, if I flip a building piece in place it often changes stability colour from green to yellow or red, which makes no sense at all. When I place it like this it still turns out with 100% stability. It just indicated the wrong colour.
if I flip a building piece in place it often changes stability colour from green to yellow or red, which makes no sense at all. When I place it like this it still turns out with 100% stability. It just indicated the wrong colour.
@Darin K: I am not sure how matrix data is stored, but from my dealing with 2D arrays within CINs in the past, I remember that their structure is not really amenable to easy pointer juggling (see e.g. this example), especially in the case of rotations. Even in the case of a symmetry around the horizontal axis, I am not sure how you could handle this efficiently (I mean storing a flag with the array saying "handle this as a vertically flipped piece of data")...
Once the image is loaded onto the canvas, you can rotate it to the left or right, and mirror it vertically or horizontally using the buttons. If you want to freely rotate your image, you can also use the slider.
This image editing tool is reserved for digital pictures, photos and other kinds of images. If you try to mirror or flip any other kind of file, the results may be vastly different that what you can do to an image file.
Rotate images using your home computer or smartphone. Mirror image files at work or on vacation. As long as you can connect to the internet and upload your image, you can flip, rotate, mirror, edit, and convert your various photos and image files.
For decades, the common advice in the mattress industry was to rotate and flip your mattress regularly to help extend its lifespan and improve comfort. However, changes to the design of modern mattresses mean that this advice is no longer necessarily true. In the 21st century, should you flip or rotate your mattress?
Flippable beds feature designs that are double-sided. In some cases, they offer two distinct firmness levels. For example, a flippable all-foam mattress may feature one side with a 4 out of 10 firmness rating, with the other side offering a 6 out of 10 firmness rating. Other flippable mattresses have a single uniform firmness level, and are flippable to help extend their longevity.
Most mattresses can be rotated. In many cases, this will help to protect the mattress from premature damage. Rotating helps to spread out the wear-and-tear that comes with sleeping in the same position on your mattress every night.
Areas of a mattress that are exposed to heavy pressure (typically around the hips and shoulders) tend to sag prematurely. If the mattress is rotated regularly, it is better able to withstand this pressure over time. Often this means that a regularly rotated mattress will outlast a non-rotated mattress somewhat, potentially by a year or more.
However often you choose to rotate your mattress, try to keep it consistent. The idea behind rotating mattresses regularly is to switch around the areas where your body lays on the mattress, thereby spreading out the pressure points that may be subject to sagging. By rotating on a consistent schedule, you can minimize the risk of premature sagging in specific areas.
Box2D cannot flip shapes, that is something we need to handle specifically (I.e we need to detect a new rotation, and alter the shape on the fly)
Rotation of tilemaps is not a request I recognize though.
We do have a ticket for rotating/flipping collision objects.
Yyes, it works fine if you rotate it in the Z plane, since the geometry is defined in the XY plane.
But in your request you mentioned rotating it in the XZ plane (i.e. around Y).
This is where it gets tricky.
Since the introduction of large maps, I think there's one feature missing that would help many pico-8 games: the ability to flip and rotate individual tiles in the map. Games often use up a lot of their sprite space just for the map data, duplicating tiles for the different boundaries needed, or using manual spr() calls to get the necessary x_flip and y_flip needed. Since there's no visible editor to worry about anymore, this could be a quick patch (via a poke value to an alternate map() drawing mode), and would make map() much more useful.
Flip map mode, option two: the 1 byte of map data stored anywhere now references a cell # in the first 16 sprites (n 0-15, 4 bits), x flip (1 bit), y flip (1 bit), and 90 degree clockwise rotations (2 bits). Like so:
I'm sure someone's already written functions to do everything listed in this thread, but it's the kind of thing where if you're already trying to save space by using tile flips, the extra tokens from the custom functions might end up defeating the purpose.
df19127ead