-- [ Picked text/plain from multipart/alternative ] I'm having trouble getting my model to rotate according to the normal of a plane.
When using the standard (0,0,1) it is a peice of cake. However when we start using (0,1,0) or (1,0,0) or (0,0,-1) as our normal, everything goes wacky. I tried using the tutorial in the ValveWiki but it ends up giving me unwanted results. Basically, when I spawn the model, I would build the matrix defining its forward/right/up. The angle would be rotating starting from the "forward". So when the normal of my plane changes, I need to rotate the same matrix to align with my arbitary axis, but keep the same general angle direction. I also need to be able to freely rotate this angle on the same matrix. I'm very very novice at matrices, but these are the steps I'm familiar with that I know I need. Once I have the matrix I know how to extract the forward vector. My question is if anyone out there knows how to translate a matrix from one arbitrary axis to another and rotate the Forward vector along this axis in 2 seperate functions? Thanks -Joel "OneEyed" Ruiz -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

