You can get the tangent and binormal at each corner of a face of a MFnMesh. 
Those are based on the UV directions. You would have to choose one, or 
interpolate for a position in the middle of a face.

On Wednesday, 21 November 2018 00:54:52 UTC+11, Angelo wrote:
>
> I recommend you get Chad Vernon's "Applied 3d Math" video tutorial found 
> here 
> <https://www.cgcircuit.com/course/applied-3d-math?affid=084fa76a5ad4e37ee02f0fb98fd229b4ed900c0c1aea6f5ba4e330927a0d65f606af5a9ebad4b731f8b6036fa27758765636bec02ae95f3f30765a390979b9c6>
> .
>
> It goes over how to construct rotation from 3 points (basically a rivet). 
>
> On Tue, Nov 20, 2018 at 2:07 AM Zhen Huang <qeej...@gmail.com 
> <javascript:>> wrote:
>
>> Seems a good idea , are you mind introduce more please . Thanks .
>>
>> I found the MFnMesh updated a lot , there is a getPointAtUV method . 
>> Position solved .
>>
>> How about rotation , any idea ?
>>
>> Normal can get from interpolation of 3 points normal . 
>> Tangent should base on UV , have no idea yet . 
>>
>> 在 2018年11月19日星期一 UTC+8下午10:30:17,Angelo写道:
>>>
>>> Why not just use MFnMesh.getPoint? Build an orthonormal coordinate using 
>>>> connected points.
>>>
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