Right on, thank you very much!
On Tue, Aug 28, 2012 at 10:17 AM, Vladimir Jankijevic < [email protected]> wrote: > here is a screenshot of how to do it: > > > On Tue, Aug 28, 2012 at 9:52 AM, Ciaran Moloney > <[email protected]>wrote: > >> 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 >> the pointpositions by the inverted poly reference frame. Now you can do >> your rotations (rotate vector) in the familiar local space of the object >> since the polygon is now aligned to local space. When you're done rotating >> the points, simply re-multiply them by the polygon reference frame, to put >> them back into the correct space of the polygon. >> >> >> >> On Tue, Aug 28, 2012 at 8:37 AM, Christian Gotzinger < >> [email protected]> wrote: >> >>> 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 < >>> [email protected]> 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 < >>>> [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/ >>>> >>>> >>> >> >> >> -- >> - Ciaran >> > > > > -- > --------------------------------------- > Vladimir Jankijevic > Technical Direction > > Elefant Studios AG > Lessingstrasse 15 > CH-8002 Zürich > > +41 44 500 48 20 > > www.elefantstudios.ch > --------------------------------------- >

