I'm trying to write a code to calculate the tranformation matrix for a polygon.

this is so that if I import an obj into a scene and it has lost its transforms 
I can get them back or if a model face is extracted and want to find the 
rotations and transformations.

my method is to take 3 points and calculate 3 vectors X and Y then cross 
product to get Z axis.(this all seems pretty solid, I have code to make lines 
in space to show the vectors). once normalized this feeds into a matrix. this 
is where i get fuzzy then use the APT to calculate euler rotations. I have to 
calculate the inverse rotation in order to zero the rotations, then apply the 
rotations, for this I invert the matrix.

centerpoint is calculated from some pymel code I found on this forum. That 
seems to run fine.

The code works for some faces but not all. I have some problems with faces that 
are rotated certain directions, and more problems with non planar faces 
although not exclusive. but it works maybe 50 % of the time, so i'm not sure 
what is wrong with the way the code is written. I would expect 100% success or 
100% fail.

I'm sorry I can't describe the problem better, hopefully the code is commented 
well enough and speaks for itself. There is probably a better way to do this 
but these are the code tools that I'm most familiar with.

here is the code.
http://pastebin.com/937xCBiy

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