garf Posted October 23, 2017 Share Posted October 23, 2017 Hello, Does anyone know a way to get the pivot point of each prim from an L-System? I'd like to use this for animating bends and rotations but I'm not sure how I would go about it. Logically I need to find the nearest point on the previous gen to the 0 point of each primitive but it must also take into account the transforms of the previous gens too. I looked in to matt estela's rotation matrices but this doesn't account for the previous gen's transforms. Any help greatly appreciated. http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex#Rotate_prims_around_an_edge.2C_alternate_version Quote Link to comment Share on other sites More sharing options...
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