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Close to jumping out of the window (Vector rotations ....)


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Since two hours I try to achieve something trivial, but I fail in all ways. Tried to solve it with "Orient", multiplication by "Matrix" and the way I do it right now. But I fail in all cases to rotate the primitive back in the ground plane. WTF is wrong with the dot product??? The axis seems to be fine. When I enter the angle manually I can make it, but not with the calculated one. In another scene the correct angle is something like 123°, but the dot product spits 129.xx out.

I'd be more than happy if somebody could point out what's wrong with my approach and how it can be done in other ways. And probably somebody can explain why there is stretching going on if I multiply the point positions with the matrix.


Cheers

Tom

WTF.hiplc

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Thanks - so -much! Sometimes on really wants to start crying....

Since when is the length of an axis important for the rotation? Doesn't make any sense since this is a vector, a direction, but, well, ....

Thanks for the help!

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