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How do you rotate a 3D model using HelixToolkit?


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I need some help rotating a 3D model in a WPF project on visual studios. I have imported the model in through the use of the helix toolkit. But I can not find any example of how to rotate the 3D model online. I've found some C# and xaml examples but they mainly seem to rotate the camera not the model.










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    0















    I need some help rotating a 3D model in a WPF project on visual studios. I have imported the model in through the use of the helix toolkit. But I can not find any example of how to rotate the 3D model online. I've found some C# and xaml examples but they mainly seem to rotate the camera not the model.










    share|improve this question


























      0












      0








      0








      I need some help rotating a 3D model in a WPF project on visual studios. I have imported the model in through the use of the helix toolkit. But I can not find any example of how to rotate the 3D model online. I've found some C# and xaml examples but they mainly seem to rotate the camera not the model.










      share|improve this question
















      I need some help rotating a 3D model in a WPF project on visual studios. I have imported the model in through the use of the helix toolkit. But I can not find any example of how to rotate the 3D model online. I've found some C# and xaml examples but they mainly seem to rotate the camera not the model.







      c# wpf helix-3d-toolkit






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Feb 26 at 19:06









      zeitnot

      1,068925




      1,068925










      asked Feb 26 at 16:12









      ArashArash

      33




      33






















          2 Answers
          2






          active

          oldest

          votes


















          0














          WPF 3D Rotation



          Create a RotateTransform3D for your GeometryModel3D.Transform






          share|improve this answer























          • Would this work even if I'm importing in a model using the helix tool kit.

            – Arash
            Feb 27 at 20:27


















          0














          I have found it particularly useful to use matrices in order to make tranformations.



          In my case, what I noticed was that usually if you apply a transformation such as a RotateTransform3D, and then apply another transformation using your model's '.transform' property, it overrides the last transform. In most cases, you want the new transformation to be applied over the last one.



          This is how I make my rotations:



          Vector3D axis = new Vector3D (1,0,0) //In case you want to rotate it about the x-axis
          Matrix3D transformationMatrix = model.Content.Transform.Value; //Gets the matrix indicating the current transformation value
          transformationMatrix.Rotate(new Quaternion(axis, angle)) //Makes a rotation transformation over this matrix
          model.Content.Transform = new MatrixTransform3D(transformationMatrix); //Applies the transformation to your model


          Don't forget, if you want the model to rotate on it's own center, instead of '.Rotate', use '.RotateAt' like such:



          transformationMatrix.RotateAt(new Quaternion(axis, angle), modelCenter); //modelCenter is the Point3D variable indicating the center





          share|improve this answer























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            2 Answers
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            2 Answers
            2






            active

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            active

            oldest

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            0














            WPF 3D Rotation



            Create a RotateTransform3D for your GeometryModel3D.Transform






            share|improve this answer























            • Would this work even if I'm importing in a model using the helix tool kit.

              – Arash
              Feb 27 at 20:27















            0














            WPF 3D Rotation



            Create a RotateTransform3D for your GeometryModel3D.Transform






            share|improve this answer























            • Would this work even if I'm importing in a model using the helix tool kit.

              – Arash
              Feb 27 at 20:27













            0












            0








            0







            WPF 3D Rotation



            Create a RotateTransform3D for your GeometryModel3D.Transform






            share|improve this answer













            WPF 3D Rotation



            Create a RotateTransform3D for your GeometryModel3D.Transform







            share|improve this answer












            share|improve this answer



            share|improve this answer










            answered Feb 27 at 18:05









            Lance HLance H

            451169




            451169












            • Would this work even if I'm importing in a model using the helix tool kit.

              – Arash
              Feb 27 at 20:27

















            • Would this work even if I'm importing in a model using the helix tool kit.

              – Arash
              Feb 27 at 20:27
















            Would this work even if I'm importing in a model using the helix tool kit.

            – Arash
            Feb 27 at 20:27





            Would this work even if I'm importing in a model using the helix tool kit.

            – Arash
            Feb 27 at 20:27













            0














            I have found it particularly useful to use matrices in order to make tranformations.



            In my case, what I noticed was that usually if you apply a transformation such as a RotateTransform3D, and then apply another transformation using your model's '.transform' property, it overrides the last transform. In most cases, you want the new transformation to be applied over the last one.



            This is how I make my rotations:



            Vector3D axis = new Vector3D (1,0,0) //In case you want to rotate it about the x-axis
            Matrix3D transformationMatrix = model.Content.Transform.Value; //Gets the matrix indicating the current transformation value
            transformationMatrix.Rotate(new Quaternion(axis, angle)) //Makes a rotation transformation over this matrix
            model.Content.Transform = new MatrixTransform3D(transformationMatrix); //Applies the transformation to your model


            Don't forget, if you want the model to rotate on it's own center, instead of '.Rotate', use '.RotateAt' like such:



            transformationMatrix.RotateAt(new Quaternion(axis, angle), modelCenter); //modelCenter is the Point3D variable indicating the center





            share|improve this answer



























              0














              I have found it particularly useful to use matrices in order to make tranformations.



              In my case, what I noticed was that usually if you apply a transformation such as a RotateTransform3D, and then apply another transformation using your model's '.transform' property, it overrides the last transform. In most cases, you want the new transformation to be applied over the last one.



              This is how I make my rotations:



              Vector3D axis = new Vector3D (1,0,0) //In case you want to rotate it about the x-axis
              Matrix3D transformationMatrix = model.Content.Transform.Value; //Gets the matrix indicating the current transformation value
              transformationMatrix.Rotate(new Quaternion(axis, angle)) //Makes a rotation transformation over this matrix
              model.Content.Transform = new MatrixTransform3D(transformationMatrix); //Applies the transformation to your model


              Don't forget, if you want the model to rotate on it's own center, instead of '.Rotate', use '.RotateAt' like such:



              transformationMatrix.RotateAt(new Quaternion(axis, angle), modelCenter); //modelCenter is the Point3D variable indicating the center





              share|improve this answer

























                0












                0








                0







                I have found it particularly useful to use matrices in order to make tranformations.



                In my case, what I noticed was that usually if you apply a transformation such as a RotateTransform3D, and then apply another transformation using your model's '.transform' property, it overrides the last transform. In most cases, you want the new transformation to be applied over the last one.



                This is how I make my rotations:



                Vector3D axis = new Vector3D (1,0,0) //In case you want to rotate it about the x-axis
                Matrix3D transformationMatrix = model.Content.Transform.Value; //Gets the matrix indicating the current transformation value
                transformationMatrix.Rotate(new Quaternion(axis, angle)) //Makes a rotation transformation over this matrix
                model.Content.Transform = new MatrixTransform3D(transformationMatrix); //Applies the transformation to your model


                Don't forget, if you want the model to rotate on it's own center, instead of '.Rotate', use '.RotateAt' like such:



                transformationMatrix.RotateAt(new Quaternion(axis, angle), modelCenter); //modelCenter is the Point3D variable indicating the center





                share|improve this answer













                I have found it particularly useful to use matrices in order to make tranformations.



                In my case, what I noticed was that usually if you apply a transformation such as a RotateTransform3D, and then apply another transformation using your model's '.transform' property, it overrides the last transform. In most cases, you want the new transformation to be applied over the last one.



                This is how I make my rotations:



                Vector3D axis = new Vector3D (1,0,0) //In case you want to rotate it about the x-axis
                Matrix3D transformationMatrix = model.Content.Transform.Value; //Gets the matrix indicating the current transformation value
                transformationMatrix.Rotate(new Quaternion(axis, angle)) //Makes a rotation transformation over this matrix
                model.Content.Transform = new MatrixTransform3D(transformationMatrix); //Applies the transformation to your model


                Don't forget, if you want the model to rotate on it's own center, instead of '.Rotate', use '.RotateAt' like such:



                transformationMatrix.RotateAt(new Quaternion(axis, angle), modelCenter); //modelCenter is the Point3D variable indicating the center






                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered Mar 25 at 6:52









                Hassnain AliHassnain Ali

                737




                737



























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