Hello to all!
I am currently writing a wrangle-thing in which I'm hoping to generate a random "hair" on every point and make it face the normal of said point.
The way I planned it is as follows:
1. create the hair w/ random params on 0,0,0
2. rotate the hair to Normal of the point that it's "generated on" w/ rotate(matrix,angle,vertex) function
3. Move the hair to @P
I'm not a hero with vector math, otherwise I'd generate the whole hair thing along a normal.
I wonder if I somehow can construct a identity matrix, like one would do with the ident() function, and use that to transform the prim.
Is there a way to simply rotate a primitive using something simpler than extreme vector math?
sgamhar.hip