I think a Transform node which can transform a vector/point between two spaces (object, world, camera) is probably easiest to use for nodes and not too low level. If you want the individual axes you can extract them by doing a transform with (1, 0, 0), (0, 1, 0), (0, 0, 1). Such a node is on the todo list, it's not very difficult to implement.
It's already possible to get the object axes with the normal map node this way, but they will be normalized. Brecht. On Thu, Jan 31, 2013 at 12:17 PM, Tobias Oelgarte <[email protected]> wrote: > That is a nice outline, but i also have to assume that implementing it > would take a lot of time. But till then the user has no true way to do > anything in that direction, even if he implements the functionality > using vectors instead of matrices. > > Having the three vectors is an easy way to transform between Cartesian > coordinate systems. Multiplying global vectors with the axes gives the > local vectors, multiplying local vectors with the transposed axes gives > global coordinates and so on. Something very simple i can't do at the > moment, because deriving the axes itself is very expensive, limited and > not very precise with the currently available data. _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
