On 13/05/2014 at 08:05, xxxxxxxx wrote:
I'm looking for the polygon equivalent of that.
Originally posted by xxxxxxxx
Are you sure about this?
I can not imagine how this can be true for any complex shape.
Well. Here's what I'm seeing.
When I select two polygons in a cube. The axis gizmo that C4D creates is at vector(0,0,0).
But when I rotate those polygons with the rotate tool. That axis will move around.
I tried to make sense of where the axis was being move to. And what I'm seeing is that the axis is always being placed where the selected polygons normals intersect. Almost like they are using rays from the polygons to position this Polygon matrix.
I created a small test setup where I calculated the center positions of these same selected polygons in a cube. And placed a sphere there. And the results are different from what Maxon is doing.
If I use the polygon centers like that. The polygons will change scale(warp) when they are rotated.
I have successfully created code that will let me rotate one polygon at a time. By using the kind of method you described Remo. But it doesn't work with multiple polygons, because in my loop I rotate each polygon per loop cycle. And when you do that, the connected edges will move in the next loop iteration when you don't want them to. And the polygons get warped.
I think I can eventually solve the shared edges moving too many times problem.
But a bigger problem is figuring out how Maxon is calculating the matrix position of selected polygons.
I thought it would be fairly easy to rotate multiple selected polygons. But it's not so easy to rotate them without changing their scale or warping them.