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<TITLE>RE: [Chimera-users] obtaining rotation angles</TITLE>
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<P><FONT SIZE=2>Hi Jaap,<BR>
<BR>
If you export as a vrml file, the global transformation (same as an open inventor transform) is near the top in human readable text, after the lighting and background descriptions.<BR>
<BR>
keep in mind the chimera camera only points in the z-axis. When you change your point of view, the camera is static and the object is globally transformed. If you have a multi-body scenario, such that the individual bodies have independent dynamic trajectories, this can get complicated.<BR>
<BR>
Should you want to import all of this information into another viz/animation program, other things must be done, depending on the package. <BR>
<BR>
<BR>
Matthew Dougherty<BR>
713-433-3849<BR>
National Center for Macromolecular Imaging<BR>
Baylor College of Medicine/Houston Texas USA<BR>
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-----Original Message-----<BR>
From: chimera-users-bounces@cgl.ucsf.edu on behalf of Jaap Brink<BR>
Sent: Mon 10/6/2008 1:17 PM<BR>
To: 'Eric Pettersen'<BR>
Cc: chimera-users@cgl.ucsf.edu<BR>
Subject: Re: [Chimera-users] obtaining rotation angles<BR>
<BR>
Hi,<BR>
<BR>
Thanks for the lightning quick response. Much appreciated.<BR>
<BR>
<BR>
<BR>
<BR>
<BR>
Jaap<BR>
<BR>
<BR>
<BR>
_____ <BR>
<BR>
From: Eric Pettersen [<A HREF="mailto:pett@cgl.ucsf.edu">mailto:pett@cgl.ucsf.edu</A>]<BR>
Sent: Monday, October 06, 2008 1:09 PM<BR>
To: jbrink@jeol.com<BR>
Cc: chimera-users@cgl.ucsf.edu BB<BR>
Subject: Re: [Chimera-users] obtaining rotation angles<BR>
<BR>
<BR>
<BR>
Another possibility is to use the "turn" command to turn the object<BR>
around an axis by a number of degrees that you specify, and then<BR>
determine the correct number of degrees by trial and error.<BR>
<BR>
<BR>
<BR>
--Eric<BR>
<BR>
<BR>
<BR>
Eric Pettersen<BR>
<BR>
UCSF Computer Graphics Lab<BR>
<BR>
<A HREF="http://www.cgl.ucsf.edu">http://www.cgl.ucsf.edu</A><BR>
<BR>
<BR>
<BR>
<BR>
<BR>
On Oct 6, 2008, at 9:34 AM, Elaine Meng wrote:<BR>
<BR>
<BR>
<BR>
<BR>
<BR>
Hi Jaap,<BR>
Maybe the "matrixget" command would meet your needs; it writes out a <BR>
transformation matrix, 3x3 rotation matrix + translation vector, for <BR>
each model:<BR>
<<A HREF="http://www.cgl.ucsf.edu/chimera/docs/UsersGuide/midas/matrixset.html">http://www.cgl.ucsf.edu/chimera/docs/UsersGuide/midas/matrixset.html</A>><BR>
<BR>
You can write it to a file or just to the Reply Log. If to a file, <BR>
you can later apply the transformation(s) by reading the file with the <BR>
"matrixset" command (same man page as above).<BR>
<BR>
Best,<BR>
Elaine<BR>
-----<BR>
Elaine C. Meng, Ph.D. meng@cgl.ucsf.edu<BR>
UCSF Computer Graphics Lab (Chimera team) and Babbitt Lab<BR>
Department of Pharmaceutical Chemistry<BR>
University of California, San Francisco<BR>
<A HREF="http://www.cgl.ucsf.edu/home/meng/index.html">http://www.cgl.ucsf.edu/home/meng/index.html</A><BR>
<BR>
On Oct 6, 2008, at 7:28 AM, Jaap Brink wrote:<BR>
<BR>
<BR>
<BR>
<BR>
Hi,<BR>
<BR>
<BR>
<BR>
I'm trying to figure out how I can obtain angles from chimera. I <BR>
<BR>
have a 3D object that I have to rotate in order to see certain <BR>
<BR>
features. I'd like to know those angles. Is there is a way to get <BR>
<BR>
this info?<BR>
<BR>
<BR>
<BR>
Thanks in advance,<BR>
<BR>
<BR>
<BR>
Jaap Brink<BR>
<BR>
<BR>
<BR>
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<BR>
<BR>
<BR>
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