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Added note about rotations and the local axis #15

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8 changes: 8 additions & 0 deletions pages/en/1_getting-started/6_scenes.md
Original file line number Diff line number Diff line change
Expand Up @@ -18,6 +18,14 @@ We're going to rebuild our movie set from before but using a scene instead of wr
Add another component, this time of type `Behavior` and select `CharacterBehavior` as the class to use.
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<div class="note">
<p>**NOTE**, while in the *Scene Editor*, you can click on an Actor that's visible in the scene view, and modify their `position`, `rotation`, and `scale` by using the **MOVE**, **ROTATE**, and **SCALE** tools offered by the toolbar at the top. Choosing the **LOCAL** checkbox, will make all transformations effect the selected actor according to it's *local* axis, instead of it's *global* axis.
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![](/images/MoveRotateScale_Toolbar.png)
<div class="note">
<p>***HOWEVER,*** it is important to remember that while rotating an object based on it's local axis in the scene view may work, using the function `this.actor.rotateLocal` in an actor's behavior will not reproduce the same results on an actor who does not have a parent assigned to it. *In other words*: If your game object is at the **root** of the scene then `rotateLocal` is equivalent to `rotate`.
</div>

<div class="action">
<p>Click anywhere in the scene tree to unselect the actor you just created.
Create another actor named `Camera Man` and place it in (0, 0, 5).
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Binary file added public/images/MoveRotateScale_Toolbar.png
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