Hi Adam,

This short video basically visualizes Chad's explanation, if it is helpful

http://adammechtley.com/tutorials/rigging/aim-constraints/

On Wednesday, August 25, 2010, Chad Vernon <[email protected]> wrote:
> The ^ is a cross product.  n, t, and x are MVectors which are part of the 
> Maya API. So, n.x, n.y, n.z are just the 3 components of the vector n.  You 
> should be able to use either the binormal or the tangent.  You could also 
> even use an adjacent vertex.
>
> On Wed, Aug 25, 2010 at 12:23 AM, Adam Miels <[email protected]> wrote:
>
> Hi Chad,
>
> Thanks for your reply.
>
> Is the ^ representing to the power of?
>
> I am not really worried about the rotation around the normal at this
> stage, so can I use the getFaceVertexBinormal to get the tangent?
>
> I am not sure what the . in the matrix you drew represents, is this a
> dot product?
>
> Regards,
>
> Adam.
>
> On Wed, Aug 25, 2010 at 4:54 PM, Chad Vernon <[email protected]> wrote:
>> 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
>>
>> --
>>  <http://groups.google.com/group/python_inside_maya>
>
> --
> http://groups.google.com/group/python_inside_maya

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