Rotating object, globally
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 23/06/2004 at 04:31, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 8.206
Platform:
Language(s) : C++ ;---------
Hi,
I am trying to force a bones direction to point in the X axis in world space.
To do this I use this simple codeVector vDir = Vector(Rad(270.0),0,0); oBone->SetRot(VectorToHPB(vDir));
Running that code on a bone, faces the bone along the X axis.
But when the bone is a child of another bone, it will no longer point along the X axis because SetRot() is working locally.
For the life of me I can work out how to make that bone point in the X axis in world space no matter what the bone is a child of.
help! -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 24/06/2004 at 04:37, xxxxxxxx wrote:
You need to do the rotation in world space, using matrices. Please see the tutorial at
[URL-REMOVED]
[URL-REMOVED] for an introduction. (Most of the C.O.F.F.E.E. functions have similarly named C++ counterparts.)
[URL-REMOVED] @maxon: This section contained a non-resolving link which has been removed.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 25/06/2004 at 02:51, xxxxxxxx wrote:
Thanks Mikael, Got it sorted
I infact did already read that link, but it was due to a good programmer error (i.e me) that I was having troubles.
I was setting the global rotation of a bone, THEN adding it as a child of another bone.
I had to add the bone first, then do the rotation.
Logical when I think about it
Thanks again