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
> ---------------------------------------
>

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