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 Tue, Aug 28, 2012 at 9:26 AM, Simon Anderson < simonbenandersonl...@gmail.com> wrote: > 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 < > cgo...@googlemail.com> 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/ > >