the majority of the math is usually quite simple and enjoyable to work with.

https://www.khanacademy.org/

this is a great resource


On Mon, Apr 15, 2013 at 2:37 PM, Sam <[email protected]> wrote:

> As it turns out, I wasn’t doing the math part wrong, it was something else
> in my ice tree that was causing the problem. While I was going through my
> ice tree trying to figure out what I did wrong, I accidentally deleted a
> node. After undoing it I got this error:****
>
> ** **
>
> # WARNING : 3000 - **** Cycle breaking point
> sphere.polymsh.secondaryshapemarker****
>
> # WARNING : 3000 - Cycle through null.null.ICETree****
>
> # WARNING : 3000 - Cycle through sphere.polymsh.ICETree****
>
> # WARNING : 3000 - PROBLEMATIC EVALUATION CYCLES ARE IN THE SPECIFIED GRAPH
> ****
>
> ** **
>
> Undoing the delete should have put everything back to how it was, but now
> it wasn’t working at all. So I started going through and deleting all the
> excess nodes I had added in the different trees that were for displaying
> data (set data self.tmp, etc) and all of a sudden it started working as
> expected. I’m thinking that maybe I had more than one reference to
> self.temp or something similar, but none of the nodes turned red, so I
> didn’t realize it. ****
>
> ** **
>
> The tip to turn on "use global coordinates for display" did solve a lot
> of my visualization problems. Having what I was doing work for the most
> part but having the vectors appear to be going in the wrong direction was
> definitely confusing.****
>
> ** **
>
> Now that it is working I have noticed something else weird. When I move my
> “controller null” the object that is sliding across the sphere will pause
> slightly every time it gets to an edge before rotating slightly and moving
> along the next polygon. Is this a known issue, or should I be using
> something other than Get Closest Location to stick the null on the sphere?
> ****
>
> ** **
>
> P.S. I will be watching weeks 6 and 7 shortly =)****
>
> ** **
>
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *Raffaele Fragapane
> *Sent:* Sunday, April 14, 2013 8:21 PM
> *To:* [email protected]
> *Subject:* Re: Creating a vector between 2 objects in ICE?****
>
> ** **
>
> 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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