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 multiply it by the other
Matrix(B), and pipe that back into the global kinematics.
That would give you a better understanding or matrix's and there space, and
then you can mess around with the rotations of the local matrix.

Hope that helps, also im not 100% sure what kind of rotation effect your
trying to achieve?

On Tue, Aug 28, 2012 at 5:09 PM, Christian Gotzinger
<[email protected]>wrote:

> 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!
>



-- 
-------------------
Simon Ben Anderson
blog: http://vinyldevelopment.wordpress.com/

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