A particle's orientation is its offset in rotation relative to the point 
cloud's local reference frame. If as is typical, you leave the point cloud 
untransformed, then this is the same as its offset in rotation relative to the 
scene's global reference frame.

The orientation is expressed as a rotation in axis and angle form, i.e., [X, Y, 
Z] coordinates that define a vector relative to the point cloud, and an angle 
of rotation around that vector.

Axis and angle is just one of several ways to represent a rotation. The other 
ways that are available in ICE are Euler angles, quaternions, and matrices (but 
be aware that in general 3x3 matrices represent both rotation and scaling, and 
4x4 matrices represent rotation, scaling, and translation, so be careful when 
using them in case you inadvertently apply more than just rotation). Each of 
these formats has advantages and disadvantages in different situations. There 
are nodes that can convert between them as required.

Axis and angle was chosen to represent orientation and other rotations after 
some discussion on the Ariane beta list. It was felt to be fairly intuitive for 
artists, and is fairly easy to use in computations (or at least, easy to 
convert under the hood to a format that is useful for computations).

As with transforms in general, rotations can be used to manipulate vectors and 
positions, or to convert between reference frames, among other things. It 
depends on the problem you are trying to solve and how it is framed.

gray

From: [email protected] 
[mailto:[email protected]] On Behalf Of Andy Moorer
Sent: Tuesday, March 05, 2013 12:58 PM
To: [email protected]
Subject: Orientation and vectors, foundations

Hi all,

As I was working today I realized that despite doing operations on ice 
"orientations" regularly I don't have a firm grasp on what they really are. 
Orientation relative to what? And what form is this orientation in?

Trying to phrase it differently...

How is a particle's "orientation" different from a 3x3 matrix describing the 
difference in rotation between it's local coordinate space and the global frame 
of reference? Both are clearly descriptions of the same thing.

I know this is kind of an abstract subject, and (being tired at the moment) my 
question may not even be clear, but being self-taught and lacking adequate 
formal math education I'd be very interested in your answers and any discussion 
in general on how you all visualize rotations and orientation,

For some people I talk to about rotations (I'm the life of any party) it seems 
to be all about manipulating vectors, others seem more comfortable thinking 
about rotations as transformations between reference frames... and I see a 
similar wide range of how people go about some of this stuff when looking into 
various compounds.

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