3__ Posted May 19, 2004 Share Posted May 19, 2004 simple question: how would go about I rotating several primitives about thier local x-axis? the primitive sop seems to work using world co-ordinates. -cpb Quote Link to comment Share on other sites More sharing options...
Jason Posted May 19, 2004 Share Posted May 19, 2004 I assume you're talking about in SOPs ; can you tell me what is the local axis of a bunch of polygons? Primitives and poylgons are just points in space without their own transforms, so a local axis couldn't exist, right? Am I understanding you wrong? (In objects, use the Objects tool and not the Transform tool.) Quote Link to comment Share on other sites More sharing options...
3__ Posted May 19, 2004 Author Share Posted May 19, 2004 this is going to be another 'but in max...' replies but let me first confirm with someone who better understands how it works first... -cpb Quote Link to comment Share on other sites More sharing options...
Stremik Posted May 20, 2004 Share Posted May 20, 2004 Doesnt "Transform Axis" SOP do the job for you? If not, try out Arbitrary Axis SOP written By Simon Barrick. Quote Link to comment Share on other sites More sharing options...
hoknamahn Posted May 20, 2004 Share Posted May 20, 2004 I think cpb mean _coords_in_object_creation_moment_. For example. Create a box, rotate them. Axises must be located in box edges directions. Then modify the box by Edit SOP and after that apply Transform SOP. You will see what new axises not collinear to old axises. But in many cases very usefull to have that "saved" old axises (and they we can call as "local" axises for any geometry). Quote Link to comment Share on other sites More sharing options...
hoknamahn Posted May 20, 2004 Share Posted May 20, 2004 Illustration P.S. cpb, you can use persistent handles as local axises. But it's not very comfortable in complex scenes. Quote Link to comment Share on other sites More sharing options...
puma.snyder Posted May 20, 2004 Share Posted May 20, 2004 Please try this short example, maybe its what you want to achieve Lay down a sphere sop and set it to Mesh, append a convert sop append a facet sop and set it to unique points and finally append a primitive sop and put these expressions into the rotation params and hit play explodematrix(rotaxis($F-1,cross(vector3(0,1,0),vector3($NX,$NY,$NZ))),"SRT","XYZ","RX") explodematrix(rotaxis($F-1,cross(vector3(0,1,0),vector3($NX,$NY,$NZ))),"SRT","XYZ","RY") explodematrix(rotaxis($F-1,cross(vector3(0,1,0),vector3($NX,$NY,$NZ))),"SRT","XYZ","RZ") Hope this helps Achim PS: Credits for those expression go to Frank Firsching Quote Link to comment Share on other sites More sharing options...
hoknamahn Posted May 20, 2004 Share Posted May 20, 2004 Much better to do it in 3dsmax style Expressions in so simple business is improper Quote Link to comment Share on other sites More sharing options...
3__ Posted May 20, 2004 Author Share Posted May 20, 2004 The local co-ords for a face, for example are inferred from the face normal and its first 2 edges. I'm not entirely sure exactly how max does this as the results can be a little random from one face to another. Achim's code example is is not quite what I had in mind, as can be demonstrated by inserting a transform in-between the facet and primitive and rotating the sphere 45 degrees on its Z axis before playing. so I guess the short of it is: no houdini doesn't really do local transformations. -cpb Quote Link to comment Share on other sites More sharing options...
meshsmooth Posted May 20, 2004 Share Posted May 20, 2004 I have been all maxed up so what is it you are really trying to achieve? Explain it in max terms and I will have a shot at translating it. If you are talking about using local coordinates for vets or faces the only use full direction is Z the same as the normal, because the rest are unpredictable. I am looking at a teapot now with local coordinates turned on and I would only use the Z axes the rest are screwed. When max dose this on one face it is ok because it ends up being in line with the sides of the faces. But have it work on more than one face or vertex and they end up solved differently and X from one face to the other has no relationship. Z is the normal direction, so verbally how would you describe how you would have X aliened? X is the up vector. Where do you point the up vector?! Houdini has some hope as making it better just because you can insert more logic and maybe even an up vector based on curvature. [An idea forming of a tool I could have a go at making, which would distract me from what I am trying to do at the moment] Quote Link to comment Share on other sites More sharing options...
DaJuice Posted May 20, 2004 Share Posted May 20, 2004 It should be pointed out that in max, z is the vertical axis, and x & y are horizontal. Don't ask me why. I haven't used max in a while, but if I remember correctly, when in local selection mode, if you select more than one face/point/edge you get multiple transform handles, one for each selection. And I think the handle then automatically aligns to the normal for the z-axis, but I'm not sure how the x and y axis are oriented. Quote Link to comment Share on other sites More sharing options...
meshsmooth Posted May 20, 2004 Share Posted May 20, 2004 Max has Z up because it came from cad where the top view was the only view for a while and when they ventured into 3d Z was added to the "theoretical Z axis" Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.