=====Pivot===== ====Summary==== This behaviour allows you to pivot the containing asset around a specific axis by a specified amount. ====Parameters==== ===Amount=== //Type: [[Float]] Bindable Default: **45**// The amount to pivot around the specified axis. ===Axis=== //Type: [[Vector3]] Default: **0,0,1**// The axis to pivot the asset around. Values are defined as the axis X, Y and Z respectively with normalized values between 0 and 1. For example, a value of 0,1,0.5 will pivot with strength 0 on the X axis, 0.5 on the Y axis, and 1 on the Z axis. ===Invert=== //Type: [[Boolean]] Bindable Default: **0**// This parameter specifies whether or not to invert the pivot axis. A value of **1** or **True** will switch the axis to an inverted state. ===Absolute=== //Type: [[Boolean]] Default: **0**// This parameter specifies whether not to use absolute values when pivoting around the specified axis. A value of **1** or **True** will force absolute values. Absolute angles are relative to the world, so that no matter how much the parent object moves, the angle will remain the same relative to everything else in the scene. ===AroundAxis=== //Left / Right / Up / Down / Forward / Back// Default: **Left**// //This only applies when **absolute** is true// These specifies the vector around which you would like to spin the model. For example, if the 'hinge' joint passes through the front of the model and sticks out the back, you would use **forwards** or **backwards**. If it passes from left to right, choose **left** or **right**. Note that if you aren't the original author of the model, you may need to experiment with this option (ideally with the angle set to 0) to get the correct setting for this option. ====Examples==== > This code will pivot the asset around the Y axis with a value of **90**. >This code will pivot the asset around the X axis with a value of **180**. The axis will be **inverted** and use **absolute** values.