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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
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