Right on, thank you very much!
On Tue, Aug 28, 2012 at 10:17 AM, Vladimir Jankijevic <
vladi...@elefantstudios.ch> wrote:
> here is a screenshot of how to do it:
>
>
> On Tue, Aug 28, 2012 at 9:52 AM, Ciaran Moloney
> wrote:
>
>> Hi,
>> the easiest way to deal with this type of thing is indeed
Thank you for the explanation Ciaran, this seems to work great! There's
only one problem now: The rotation happens around the scene origin while I
want the points to rotate around their polygon centers.
On Tue, Aug 28, 2012 at 9:52 AM, Ciaran Moloney wrote:
> Hi,
> the easiest way to deal with t
Hi,
the easiest way to deal with this type of thing is indeed using matrices,
but you need a local matrix per polygon. You can get a 3x3 matrix using
Self.polygonreferenceframe. You're going to want to zero-out this matrix
(it just describes the local axis of the polygon), but matrix multiplying
th
have you tried retrieving the global position of the polygons you are
rotating?
Think i would try retrieve those and then have an addition on the rotate
setup to only evaluate when the scale is greater then a specific amount.and
rotation less then 180 that should get you the effect I think you are
I have a road whose polygons are upside down. One by one, I want the
polygons to rotate 180 degrees so that the polygon normals point upwards.
This is part of an animation, so the rotation must be gradual. And I can't
just rotate around some global axis because the road has curves and turns.
On
hey,
you will have to look into Matrix's, global Matrix's to be exact and then
do a Invert to and multiply, to get one matrix into its parents space. Its
not as insane as it sounds.
i would suggest creating two nulls, get there globla kinematics(Matrix)
then do a invert on the one matrix(A) and
Hi list,
I want to animate a road building itself by scaling its polygons from 0 to
1. I've already got this done. But I also want to rotate the polygons 180
degrees around their local axes. Can someone explain the math behind this?
Thank you!
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