I never got any of the expressions here to work (sorry Simon/Ivan and Ron), they never quite aligned with the surface (sphere) that i experimented with so i would like to share what worked for me (in my particular test situation):
rotate x: (tan(normals.y)/(pi/2)) * -90 rotate y: (atan2(normals.x, normals.z)/pi) * 180 rotate z is arbitrary and i just used random(blabla)*360 Gusty On Sat, Feb 22, 2014 at 10:18 AM, Gustaf Nilsson <[email protected]>wrote: > That is exactly what i was looking for, Simon! (but wont try it until > monday) > I had got the Y rotation right, but was a little of on the X-expression. > friday + trig = bad time, I guess... > > > On Sat, Feb 22, 2014 at 9:30 AM, Simon Björk <[email protected]>wrote: > >> I've been using Ivan's expression for this: >> http://forums.thefoundry.co.uk/phpBB2/viewtopic.php?t=5426&sid=b306dee685f0e917fbc2186f12def4e8. >> Works great. >> >> >> 2014-02-21 18:42 GMT+01:00 Randy Little <[email protected]>: >> >>> IF the geo is available would it be easier to import the GEO or even >>> just the little that you need via fbx and get the axis of the object and >>> then link it and give it an offset? Or even just get the location of a >>> vertex and link to that in the 3d workspace? >>> >>> Randy S. Little >>> http://www.rslittle.com/ >>> http://www.imdb.com/name/nm2325729/ >>> >>> >>> >>> >>> >>> >>> _______________________________________________ >>> Nuke-users mailing list >>> [email protected], http://forums.thefoundry.co.uk/ >>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >>> >> >> >> _______________________________________________ >> Nuke-users mailing list >> [email protected], http://forums.thefoundry.co.uk/ >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users >> > > > > -- > ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ > -- ■ ■ ■ ■ ■ ■ ■ ■ ■ ■
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