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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