SceneNode \ Transform \ Rotation

These nodes read and change how a 3D object is turned in your scene. An object’s rotation is given as three numbers — Pitch, Yaw, and Roll — measured in degrees (90 = a quarter turn). Most come in two forms: a world version that uses the object’s orientation in the whole scene, and a (Local) version measured relative to the object’s parent or group. Changing an object’s rotation never moves it or resizes it.

What's on this page


Read the rotation

These read an object’s current orientation without changing anything — handy for storing it, comparing it, or feeding it into other nodes.

Get Node Rotation

Reads how an object is currently turned in your scene and gives you back its three rotation values.

What it does

This node looks at an object you choose and tells you its current orientation — how far it is turned — as three separate numbers: Pitch, Yaw, and Roll. Each value is measured in degrees, where 90 is a quarter turn and 180 is a half turn.

The numbers describe the object’s orientation in the whole scene (its absolute, world orientation). Reading the rotation only measures the object — it doesn’t turn it, and it doesn’t affect any other objects.

Inputs

Port Type What to connect
Execute Trigger Wire this from the previous node’s Execute output.
SceneNode Scene node The object whose rotation you want to read.

Outputs

Port Type What you get
Execute Trigger Fires once the node has finished.
SceneNode Scene node The same object passed straight through, so you can connect more nodes after this one.
Pitch Number The object’s Pitch turn, in degrees.
Yaw Number The object’s Yaw turn, in degrees.
Roll Number The object’s Roll turn, in degrees.

Example

SceneNode input A door in your scene
Pitch output 0
Yaw output 90
Roll output 0

Tips


Get Node Rotation (Local)

Reads how far an object is currently turned, measured relative to its parent or group.

What it does

This node looks at a single object in your scene and tells you its current turn as three numbers — Pitch, Yaw, and Roll — each measured in degrees (for example, 90 is a quarter turn and 180 is a half turn).

The rotation you get back is the object’s local turn: it is measured relative to the object’s parent or group. If that parent or group is later moved, turned, or resized, this local value stays the same. (If the object isn’t inside a parent or group, its local turn and its turn in the whole scene are the same.) This node only reads the value — it doesn’t turn the object or change anything else in your scene.

Inputs

Port Type What to connect
Execute Trigger Wire this from the previous node’s Execute output.
SceneNode Scene node The object whose current turn you want to read.

Outputs

Port Type What you get
Execute Trigger Fires once the node has finished.
SceneNode Scene node The same object passed straight through, so you can connect more nodes to it.
Pitch Number The object’s Pitch turn, in degrees.
Yaw Number The object’s Yaw turn, in degrees.
Roll Number The object’s Roll turn, in degrees.

Example

SceneNode input A door in your scene
Pitch output 0
Yaw output 45
Roll output 0

Tips


Change the rotation

These turn an object to a new orientation. The plain versions change it instantly; the (Animated) versions glide to the new angle over a number of seconds. Reset Rotation returns an object to the orientation it had when the scene first loaded.

Set Node Rotation

Turns a 3D object to face a specific direction in your scene.

What it does

This node sets the rotation of an object to the exact Pitch, Yaw, and Roll values you provide. The values are measured in degrees, where 90 is a quarter turn and 180 is a half turn. Whatever way the object was facing before, it now faces exactly the direction these three values describe.

The rotation is set in the whole scene, so the object ends up oriented the same way no matter where it sits or what group it belongs to. Only the object (or objects) you connect are affected — nothing else in the scene moves or turns. The same object is then passed straight out again, so you can keep working with it in the nodes that follow.

Inputs

Port Type What to connect
Execute Trigger Wire this from the previous node’s Execute output.
SceneNode Scene node The object (or objects) you want to turn.
Pitch Number The Pitch turn, in degrees. Leave at 0 for no Pitch turn.
Yaw Number The Yaw turn, in degrees. Leave at 0 for no Yaw turn.
Roll Number The Roll turn, in degrees. Leave at 0 for no Roll turn.

Outputs

Port Type What you get
Execute Trigger Fires once the node has finished.
SceneNode Scene node The same object (or objects) passed through, so you can chain more nodes.
Pitch Number The Pitch value you set, in degrees.
Yaw Number The Yaw value you set, in degrees.
Roll Number The Roll value you set, in degrees.

Example

SceneNode input A signpost in your scene
Pitch input 0
Yaw input 90
Roll input 0
SceneNode output The same signpost, now turned to its new orientation

Tips


Set Node Rotation (Animated)

Smoothly turns a 3D object to a new orientation over a set number of seconds.

What it does

This node turns one or more objects to face a new direction, set by three turn amounts measured in degrees: Pitch, Yaw, and Roll. Instead of snapping into place instantly, the object eases into its new orientation over the time you choose, so the motion looks smooth on screen.

The orientation you give is the object’s absolute orientation in the whole scene, not relative to any parent or group. The object keeps its current position and size — only its rotation changes — and other objects in the scene are left untouched.

Inputs

Port Type What to connect
Execute Trigger Wire this from the previous node’s Execute output to start the turn.
SceneNode Scene node The object (or objects) you want to turn.
Pitch Number The Pitch turn, in degrees (for example, 90 is a quarter turn). Leave at 0 for no turn on this axis.
Yaw Number The Yaw turn, in degrees. Leave at 0 for no turn on this axis.
Roll Number The Roll turn, in degrees. Leave at 0 for no turn on this axis.
Duration Number How long the smooth turn takes, in seconds. Use a larger value for a slower, gentler turn. Must be zero or more.

Outputs

Port Type What you get
Execute Trigger Fires so the flow can continue once the turn has been applied.
SceneNode Scene node The same object (or objects) passed through, so you can chain more nodes after this one.
Pitch Number The Pitch value you gave, passed through for reuse.
Yaw Number The Yaw value you gave, passed through for reuse.
Roll Number The Roll value you gave, passed through for reuse.
Duration Number The Duration value, passed through for reuse.

Example

SceneNode input A signpost object in your scene
Pitch input 0
Yaw input 90
Roll input 0
Duration input 2
SceneNode output The same signpost, now smoothly turned to its new orientation over 2 seconds

Tips


Set Node Rotation (Local)

Turns a 3D object to a specific orientation, measured relative to its parent or group.

What it does

This node sets how much an object is turned, using three values measured in degrees: Pitch, Yaw, and Roll. The turn is applied instantly — the object snaps to the orientation you give it.

The values are “local,” meaning they are measured relative to the object’s parent or group. If that parent or group is later moved, turned, or resized, this local orientation stays the same relative to it. If the object isn’t inside a parent or group, its local orientation is the same as its orientation in the whole scene. Only the object you connect is affected — other objects in the scene are left alone.

Inputs

Port Type What to connect
Execute Trigger Wire this from the previous node’s Execute output.
SceneNode Scene node The 3D object you want to turn. You can connect more than one object, and each will be turned the same way.
Pitch Number The Pitch turn, in degrees (for example, 90 for a quarter turn). Leave at 0 for no turn on this one.
Yaw Number The Yaw turn, in degrees. Leave at 0 for no turn on this one.
Roll Number The Roll turn, in degrees. Leave at 0 for no turn on this one.

Outputs

Port Type What you get
Execute Trigger Fires once the node has finished.
SceneNode Scene node Passes the same object (or objects) through, so you can chain more nodes after this one.
Pitch Number The Pitch value you set, in degrees.
Yaw Number The Yaw value you set, in degrees.
Roll Number The Roll value you set, in degrees.

Example

SceneNode input The Door object
Pitch input 0
Yaw input 90
Roll input 0
SceneNode output The same Door object, now turned, ready to pass to the next node

Tips


Set Node Rotation (Local, Animated)

Smoothly turns an object to a new rotation over a set number of seconds, measured relative to its parent or group.

What it does

This node sets an object’s local rotation to the Pitch, Yaw, and Roll values you give it, all measured in degrees (for example, 90 is a quarter turn and 180 is a half turn). “Local” means the rotation is measured relative to the object’s parent or group: if that parent or group is later moved, turned, or resized, this object’s local rotation stays the same. If the object isn’t part of any parent or group, its local and world rotation are the same.

Because this is the animated version, the object turns smoothly to the new rotation over the number of seconds you set in Duration, rather than snapping to it instantly (the non-animated version changes it at once). Only the object you connect is affected — nothing else in the scene moves.

Inputs

Port Type What to connect
Execute Trigger Wire this from the previous node’s Execute output to start the turn.
SceneNode Scene node The object you want to rotate. You can connect more than one object to rotate them all the same way.
Pitch Number The Pitch part of the target rotation, in degrees. Defaults to 0.
Yaw Number The Yaw part of the target rotation, in degrees. Defaults to 0.
Roll Number The Roll part of the target rotation, in degrees. Defaults to 0.
Duration Number How many seconds the smooth turn should take. Must be zero or more; defaults to 2.

Outputs

Port Type What you get
Execute Trigger Fires so the flow can continue once the turn has been applied.
SceneNode Scene node The same object (or objects) passed straight through, so you can connect more nodes after this one.
Pitch Number The Pitch value you set, passed through.
Yaw Number The Yaw value you set, passed through.
Roll Number The Roll value you set, passed through.
Duration Number The Duration value you set, passed through.

Example

SceneNode input The Door object
Pitch input 0
Yaw input 90
Roll input 0
Duration input 1.5
SceneNode output The same Door object, now smoothly turning to its new rotation over 1.5 seconds

Tips


Reset Rotation

Turns an object back to the way it was originally facing when the scene first loaded.

What it does

Every object remembers the orientation it started with when your scene opened. As your training plays, an object might get tipped, spun, or knocked over — by the user, by a physics step, or by other nodes. Reset Rotation snaps the object back to that original starting orientation, with no need to remember or type in any angles yourself.

The Direction choice lets you pick how much to reset. All Directions puts the object back exactly as it started. Up Direction Only stands the object back upright (as it originally stood) but leaves it facing whichever way it is currently turned — handy for setting a fallen item back on its feet without changing where it’s pointing. The object’s position and size are left alone; only its rotation changes, and no other object is affected.

Inputs

Port Type What to connect
Execute Trigger Wire this from the previous node’s Execute output. The reset happens the moment this fires.
SceneNode Scene node The object (or objects) you want to set back to its original orientation. You can connect more than one.
Direction Choice How much to reset. Choose All Directions to restore the full original orientation, or Up Direction Only to stand the object upright again while keeping the way it is currently facing.

Outputs

Port Type What you get
Execute Trigger Fires once the node has finished, so you can continue to the next step.
SceneNode Scene node The same object (or objects) passed straight through, so you can chain more nodes onto it.
Direction Choice The same choice you picked, passed through unchanged.

Example

SceneNode input <Chair> (an object that has been knocked over)
Direction input Up Direction Only
SceneNode output <Chair>, now standing upright again, still facing the same way it was

Tips


Revision #2
Created 10 June 2026 12:11:40 by Rafat
Updated 10 June 2026 12:27:30 by Rafat