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/
>>>
>>>
>>>
>>>
>>>
>>>
>>> _______________________________________________
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>>
>>
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>
>
>
> --
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