You need more than one vector to set an orientation since there are infinite
orientations that can spin around the normal.  You need at least 2
non-parallel vectors to create an orientation.

If you have a normal vector n and a tangent vector t, you can create an
orthonormal basis by:

x = n ^ t
t = x ^ n

Then you can pick which axis is which for your matrix:
x.x  x.y  x.z  0
n.x  n.y  n.z  0
t.x   t.y   t.z  0
0      0     0   1

Chad

On Tue, Aug 24, 2010 at 11:44 PM, Adam Miels <[email protected]> wrote:

> Hi All.
>
> Not really a question specific to Python in Maya, but I am trying to
> write this in python, and know that there are quite a few experienced
> maya people on the list.
>
> I was wondering if there was possibly a better way to do this.
>
> I am querying a point on a surface, to get a normal vector, then
> trying to use this vector to orient an objects rotation matrix so that
> it points in the direction of surface.
> I have written my own method to apply the transform as .setTransform
> in pymel doesn't seem to work:
>
> def mySetMatrix(anObject, aMatrix):
>
>    select(anObject)
>
>    xform(m=(aMatrix.a00,aMatrix.a01,aMatrix.a02,aMatrix.a03, \
>
>    aMatrix.a10,aMatrix.a11,aMatrix.a12,aMatrix.a13, \
>
>    aMatrix.a20,aMatrix.a21,aMatrix.a22,aMatrix.a23, \
>
>    aMatrix.a30,aMatrix.a31,aMatrix.a32,aMatrix.a33))
>
> I query the point on the surface with:
>
>  normalVector = aMesh.getClosestNormal(aPoint, 'world')[0]
>
> and then use the X,Y,Z values of this vector to calculate the
> following matrices:
>
> rotate on x axis:
> where X = atan2(Y,Z)
>
>               1        0        0        0
>
>               0      cosX   -sinX    0
>
>              0      sinX    cosX    0
>
>              0        0         0       1
>
>
> rotate on y axis:
> where Y = atan2(X,Z)
>
>             cosY     0      sinY     0
>
>               0        1         0       0
>
>            -sinY     0      cosX    0
>
>              0        0         0       1
>
>
> rotate on z axis:
> where Z = atan2(Y,X)
>
>             cosZ  -sinZ       0        0
>
>             sinZ   cosZ       0        0
>
>              0        0         1        0
>
>              0        0         0        1
>
> and then assigning the resulting matrix (original Matrx) X (X Matrix)
> X (Y Matrix) X (Z Matrix) to the original object.
>
> Although this approach seems to make sense to me on paper, when I
> implement it, I get matrices that end up scaling the object instead of
> only affecting its rotations, and they point in the wrong directions.
>
> I was wondering if anyone could point me in the right direction with
> this one (literally :P ) ?
>
> Regards,
>
> Adam Miels.
>
> --
> http://groups.google.com/group/python_inside_maya

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