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/

