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How to use the rotation inside the VEX

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matrix3 mat = ident();
vector axis = {0,1,0};
float angle = relbbox(0, @P).y;
rotate(mat, angle, axis);
@P *= mat;

rotate is a function that changes a matrix. you need to multiply the changed matrix with your point positions to actually rotate your geometry.

Make sure to check out: http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex#Rotate_with_a_matrix



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