Global rotation to local rotation



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 29/02/2004 at 17:36, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   8.500 
    Platform:      Mac OSX  ; 
    Language(s) :      XPRESSO  ;

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    Using Xpresso, can I convert the global rotation of a calculated matrix to the local rotation of an object within a hierachy?



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 01/03/2004 at 15:21, xxxxxxxx wrote:

    Can't you just connect the calculated matrix to the "Global Matrix" port of the target object? (You might have to do some additional wiring to preserve the position part of the matrix.)



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 01/03/2004 at 18:57, xxxxxxxx wrote:

    Well, the calculated matrix's scale is all out of whack. The vectors probably need normalizing? I'm not sure how to do this in Xpresso. Besides I'm only interested in two axes of rotation. I want to restrict two of the object's axes to the rotation of the calculated matrix and leave the third axis free to rotate. I've used the Matrix2HPB node, but when I connect two of the rotations(P,B) to the same Global rotation ports of the object they are not pointing in the right direction. If I use the Vector port and connect it to the Global Rotation port of the object, it is pointing in the same direction but all three axes are locked to that rotation.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 01/03/2004 at 20:35, xxxxxxxx wrote:

    Never mind. After reading the "How to use matrices" tutorial again (for the 10th time), I figured it out. I just multiplied the calculated matrix by the parent's inverted Global matrix to convert it to the child's local matrix. It worked.


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