dennisvolkerts Posted November 6, 2014 Share Posted November 6, 2014 Hi.. Im doing two crossproduct that defines my rotation by distance based on its pscale. Now I wonder why my orient is not taking my vector correctly if i view its axis it seems to be fine. Anyone who can have a quick look? Thnx POP_Rotation_AlongCrossproduct.hip Quote Link to comment Share on other sites More sharing options...
loopyllama Posted November 7, 2014 Share Posted November 7, 2014 I had a quick look at your file and it appears to be working. I dive in to your "rotation" POP VOP, drop down a Rotate with a 3x3 identity matrix and animate then angle...and it works. The Copy SOP is definitely using the "orient" attribute as defined in your "rotation" POP VOP. Don't forget if "orient" does not exist, the Copy SOP wants to fall back on "N" which you are not setting. You might want to place a 0,1,0 N attribute before your Copy SOP. Then you will see no animation if something happens to your "orient". So that means you do not like how your "orient" looks...which is a different kind of problem... Does that help at all? Did I misunderstand your question? Quote Link to comment Share on other sites More sharing options...
dennisvolkerts Posted November 7, 2014 Author Share Posted November 7, 2014 I had a quick look at your file and it appears to be working. I dive in to your "rotation" POP VOP, drop down a Rotate with a 3x3 identity matrix and animate then angle...and it works. The Copy SOP is definitely using the "orient" attribute as defined in your "rotation" POP VOP. Don't forget if "orient" does not exist, the Copy SOP wants to fall back on "N" which you are not setting. You might want to place a 0,1,0 N attribute before your Copy SOP. Then you will see no animation if something happens to your "orient". So that means you do not like how your "orient" looks...which is a different kind of problem... Does that help at all? Did I misunderstand your question? Hi. what i try to do with my crossproduct is to define my rotation axis along my vel-dir. So if it was a carwheel. It should rotate along the x axis with the amount based on its pscale multiplied by PI Multiply by 360 degrees etc... so it should roll instead of wobbling. Quote Link to comment Share on other sites More sharing options...
dennisvolkerts Posted November 10, 2014 Author Share Posted November 10, 2014 I finaly fixed it.I had my crossproduct in a wrong order in my float to matrix 3. POP_Rotation_AlongCrossproduct_FIX.hip Quote Link to comment Share on other sites More sharing options...
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