Justin K Posted December 5, 2017 Share Posted December 5, 2017 Hey all, interesting little math dilemmna here. The problem is refining cross product alignment on a simple 6 primitive box (see attached). Basically here is where I am at. Im doing some work on quaternion based rotation systems. Got a neat rig in place for geometry with well designed uvs-- 6- stacked quaternions for 3 axis--pitch, roll, and yaw, using vectors @N, @up, and v@cross - respectively. I thought I had a really solid system in place, until I test it on.......a box......... The issue is the cross product itself. The cross products are aligning themselves sequentially-- basically wrapping around the box (see scene visualizer: "cross"). I mean it makes sense, but for the purpose of this scene, I need to have all of the cross products pointing 1) towards the y axis, and 2) away from the object itself, and I want to do it procedurally. Any trig solutions solutions to this? 12517_matrix_upld.hipnc Quote Link to comment Share on other sites More sharing options...
vtrvtr Posted December 5, 2017 Share Posted December 5, 2017 The makebasis vex function let's you put custom orientation http://www.sidefx.com/docs/houdini/vex/functions/makebasis Quote Link to comment Share on other sites More sharing options...
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