Unfortunately, vectors and other fundamental maths around these concepts,
especially the transforms, are most misunderstood or not understood at all
concepts. They are a must for any kind CG technical work. I do not know why
most TDs run away from them. Some time ago I was interviewing a TD for my
team and as soon as I asked him some fundamental question about vectors he
was surprised. And this guy had 10 years of experience.

Raff, you do an excellent job explaining vectors and transforms in your
workshops. I think more of this stuff needs to become public knowledge at
least in the TD domain.


On Sun, Apr 14, 2013 at 11:20 PM, Raffaele Fragapane <
[email protected]> wrote:

> get an object's kine.global.pos, and get another object's kine.global.pos
> Subtract one from the other, that's your displacement vector between two
> objects.
> Its direction (from A to B or viceversa) is determined by the order of
> subtraction, so if it's the wrong way around just plug the other way around
> in the subtract.
>
> A Vector has no such concept of what object it's under. It will be in the
> space of the object you run the operation from. To display it starting from
> such object, if the display is what you are using to determine it starts
> from the origin, then turn on "use global coordinates for display".
>
> For that vector to operate on an object other than the one you're hosting
> the graph on, you might need to add that object's own position to such
> vector before output.
> If you need more than just the position, then you have more work to do as
> you will need to compose a transform from this and additional derivative
> data.
>
> You're hitting a wall again that has nothing to do with ICE or not using
> the right nodes or operations, and all to do with not quite understanding
> the math fundamentals of the data and operations you're working with :)
> Weeks 6 and 7 ;)
>
>
>
> On Mon, Apr 15, 2013 at 12:17 PM, Sam <[email protected]> wrote:
>
>> As the subject says, I’m trying to create a vector between 2 objects in
>> ICE? Essentially what I want to do is point a null (which is attached to
>> the closest location on the surface of a mesh) at another object. I’ve
>> tried several ways, and I just can’t seem to get it to work. It seems that
>> no matter what I do, the vector is always coming from the origin (0,0,0). I
>> thought this would be easy, but I’m obviously doing something very wrong.
>> ****
>>
>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>



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