Whatsinaname Posted May 21, 2015 Share Posted May 21, 2015 Hi, Before I spend some time reinventing the wheel, I remember there was a simple way using Matrix multiplication to translate an object that is anywhere in space to the origin and then, from the origin back to its original position. Does anybody have an idea where to look for that information or a hint or anything? Thanks in advance! Quote Link to comment Share on other sites More sharing options...
Sierra62 Posted May 21, 2015 Share Posted May 21, 2015 You can do it in a transform sop buy using the expression in the translate parm: -$CEX -$CEY -$CEZ 1 Quote Link to comment Share on other sites More sharing options...
rtep Posted May 21, 2015 Share Posted May 21, 2015 I was just writing the same thing Cody. But if it is the matrix stuff you want, check out this thread http://forums.odforce.net/topic/19434-edge-displacement-on-fractured-pieces/ Rayman does some badass stuff for displacement here, building quaternions and using them to get geo to the restp, applying noise, and moving back to deformp. Probably closer to what you're asking for. Give 'er a peak! Quote Link to comment Share on other sites More sharing options...
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