A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop.
| Name | Type | Games | Required? | Description | Values | 
|---|---|---|---|---|---|
| Obj_arg0 | Integer | Both | False | Color Frame: If ColorChange.brk exists, this will define the color frame to be used. | |
| Obj_arg1 | Integer | Both | False | Texture Frame: If TexChange.btp/.btk exists, this will define the texture frame to be used. | 
| Name | Games | Required? | Description | Values | 
|---|---|---|---|---|
| MoveConditionType | Both | False | Move Start Type: How the platform starts moving. | 
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| RotateSpeed | Both | False | Rotation Speed / Time: How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle. | |
| RotateAngle | Both | False | Rotation Angle: How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely. | |
| RotateAxis | Both | False | Rotation Axis: The object's axis to rotate around. | 
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| RotateAccelType | Both | False | Rotation Speed Type: Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specified angle. | 
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| RotateStopTime | Both | False | Restart Delay: The time in frames it takes to restart rotation after stopping. | |
| RotateType | Both | False | Rotation Type: Specifies how the object should continue rotating after reaching the targeted angle. | 
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| SignMotionType | Both | False | Shake Start Type: Specifies whether the object will shake before it starts moving or not. | 
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| Name | Games | Required? | Description | 
|---|---|---|---|
| SW_APPEAR | Both | False | Appears when this switch is activated. | 
| SW_DEAD | Both | False | Can be activated when the object is killed through a cutscene action. | 
| SW_B | Both | False | If used, the object will rotate only while this switch is activated. | 
| SW_PARAM | SMG2 | False | The rotation speed is adjusted with ParamScale while this switch is activated. | 
| SW_AWAKE | Both | False | Enables rendering and resumes updates when this switch is active. | 
| Name | Games | Required? | Description | Values | 
|---|---|---|---|---|
| DemoCast | Both | False | Can take part in a cutscene. If used, the object will start to rotate once its special cutscene functor action gets triggered. | |
| BaseMtxFollowTarget | Both | False | Can be followed by another BaseMtxFollower object. |