Iansuo Posted June 22, 2017 Share Posted June 22, 2017 (edited) Hello everyone. Got a question about vex rotation for VDB objects. I've got a FLIP setup in which there is a model of a ship moving forward and rotating slightly. I created rotation control using VEX code. Very simple version of it looks like this: //Rotate object along X axis; this is just for an example matrix3 m = ident(); float angle_x = radians(ch('Angle')); rotate (m, angle_x, {1, 0, 0} ); @P *= m; This works for regular objects just fine. However, I want to use VDB version of the ship for collisions. When I apply this code to VDB object it doesn't work. I need VDB object to move and rotate as the original model exactly. So the question is - How can I transform this code or write a new one to rotate VDB object exactly as regular model? Edited June 22, 2017 by Iansuo Quote Link to comment Share on other sites More sharing options...
f1480187 Posted June 22, 2017 Share Posted June 22, 2017 Volume is a single primitive. You can rotate it using primitive wrangle and intrinsic transform attribute: rotate_volume.hipnc. Some other and older experiments: intrinsic_transforms.hipnc. 2 Quote Link to comment Share on other sites More sharing options...
Iansuo Posted June 22, 2017 Author Share Posted June 22, 2017 (edited) The first example works perfectly! This is exactly what I was looking for, thank you so much for the help! Edited June 22, 2017 by Iansuo Quote Link to comment Share on other sites More sharing options...
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