For the full course, visit : www.cgforge.com/course?course... In this quick tip, we take a look at a practical example which takes advantage of quaternion and matrix (and/or Euler) based rotation.
Пікірлер: 9
@bekabaratashvili31784 жыл бұрын
You are the greatest teacher!!!
@user-hl5zx1qh7s4 жыл бұрын
thanks for the helpful video
@requa33144 жыл бұрын
super usefullllll thank you :)
@anarkijex4 жыл бұрын
ok so how do you show the orient attribute as a marker or gizmo?
@es_ina3 жыл бұрын
like any other marker. in the visualization menu, the button in the right side panel of the scene view. the one that looks like the tipical map location icon.
@ichtreffnixtv86054 жыл бұрын
Hi, I'm scaling packed prims in a rbd sim by modifying primintrinsics in a geowrangle: matrix3 trn = ident(); // cannot use primintrinsic(...) because I wouldn't be able to scale over life anymore float scale = chramp("scale_over_life", @nage); setprimintrinsic(0, "transfrom", @primnum, trn*scale); This works great, the only problem is that my instances don't rotate anymore. Is there a way to read the rotation back in, and "merge" it into trn matrix, so that my rotation is updated and not hardcoded? Thank you in advance !
@jesterchrome3 жыл бұрын
you can use cracktransform() to extract what you need from the prim intrinsic then use maketransform() to set in your new trn with your custom scale
@ichtreffnixtv86053 жыл бұрын
@@jesterchrome Thanks!
@rossisbudda4 жыл бұрын
Thaaats a... rivet!? But for sure a nice lesson. Thanks!