thanks paul,

thought it might be overkill for just finding 3 dimensions. i guess sometime you can over read.

cheers

john

Paul Molodowitch wrote:
I think the Gram-Schmidt is a more generalized way of finding a
orthogonal vector - ie, it will work in any N-dimensional vector
space.  If you're just worried about good ol' 3-dimensions, and all
you want is something guaranteed to be orthogonal, I think the cross
product should do you fine.

- Paul

On Mon, Jul 5, 2010 at 11:02 PM, johnvdz <[email protected]> wrote:
hi all,

I have a script to construct a matrix for each vertex from the vertex normal
and connected face tangent. Basically i want to have a consistent offset of
a vertex over a number of frames.

i have seen examples trying to use Gram-Schmidt orthogonalization.

http://en.wikipedia.org/wiki/Gram%E2%80%93Schmidt_process

seems like the Correct mathmatical way to extract a 90deg vector from the
Normal using tangents. however i instead i just got the Cross product to get
the 90deg from the Normal and the Non orthoganal Tangent vector. which would
be my Binormal then i redefined the Tangent vector as the cross product of
the Normal and the Binormal.

so



binormal=tangent^normal# this get the 90deg to the plane of normal and
 Tangent
binormal.normalize()
tangent=normals^binormal#get the 90deg for the new Tangent value..

note '^' is the Maya API crossProduct symol for vector calulations

i guess my question is. what it the advantage of using the Gram-Schmidt
method over just using CrossPoduct and is there any flaws in the method i'm
using now.

anyone used this method before.

john



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