CinnamonMetal Posted March 7, 2018 Share Posted March 7, 2018 I'm trying to orient some points from a POPNet, instead of setting the vector for the points; I want to physically re-position the points orientation. Within a POPWrangle I set the following; vector PAngle = set(-1,0,0); @N = PAngle; This is incorrect as it simply sets the vector to -1 while the points remain the same orientation as they were; I'm assuming I need to set the matrix on the points ? Quote Link to comment Share on other sites More sharing options...
Jesper Rahlff Posted March 7, 2018 Share Posted March 7, 2018 (edited) use the popLookAt node. This operator modifies the orient, torque, targetw, and spinresist attributes. Edited March 7, 2018 by Jesper Rahlff Quote Link to comment Share on other sites More sharing options...
CinnamonMetal Posted March 8, 2018 Author Share Posted March 8, 2018 Sorry, going to have to re-phrase the question, slightly different then what I intended matrix sAngle = ident(); vector axis = {0,1,0}; float rrot = radians(ch("AngleDir")); rotate(sAngle,rrot,axis); @P *= sAngle; To rotate my points I have to manually adjust my channel slider. How can I make the channel slider the global channel slider which controls how much is rotated based on the velocity ? Quote Link to comment Share on other sites More sharing options...
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