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Math question - looking for an efficient way to transform Geo to Origi


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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!

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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!

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