Pancho Posted May 22, 2017 Share Posted May 22, 2017 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 Quote Link to comment Share on other sites More sharing options...
Pancho Posted May 22, 2017 Author Share Posted May 22, 2017 I know that the approach can't be wrong. Cross product for the axis, dot product's arcos for rotation. But the angle isn't correct... Quote Link to comment Share on other sites More sharing options...
KarlRichter Posted May 22, 2017 Share Posted May 22, 2017 (edited) You needed to normalize the axis input to the rotate node. I also included a very simple approach using the align node. WTF_fixed.hiplc Edited May 22, 2017 by KarlRichter typo! Quote Link to comment Share on other sites More sharing options...
Pancho Posted May 23, 2017 Author Share Posted May 23, 2017 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! Quote Link to comment Share on other sites More sharing options...
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