Modifier Vertex Rotation Matrix...

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Old 02 February 2013   #1
Modifier Vertex Rotation Matrix...

OK, best shot at explaining this.

I have a modifier that is projecting verts to the surface of another object and I want to rotate the projected mesh to align to the surface.

I have fired a ray at the surface (Hit). I use the hit.pos to get a distance to move all the vertices down to the surface. This works just fine but the object is not oriented to the surface.

From the hit.dir I build a rotation matrix and now want to rotate all the verts in the mesh to be aligned to the surface. I have been messing around with multiplying one TM to another for hours trying to find the right combination thinking I knew exactly what was needed.

Multiplying the verts position by the rotation doesn't work as it is not in the right space. The rotation is there but the hit is not in the correct location any more.

What is the correct order to do this.

I have these matrix values.

objTm --Objects transform that is being projected.
rotTm --Rotation matrix built from the hit using the hit.pos as the position
vTm --Vertices matrix (transMatrix p)

What the hell am I missing. Any order that I have tried has not worked.

Any suggestions?
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Old 02 February 2013   #2
Are you getting the transformation matrix of the modifier to use that in context of the operation? More info on that in the help here.

-Eric
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Old 02 February 2013   #3
My modifiers TM is an identity matrix. That doesn't change. Good thought but I have not managed to get that to help me at all. I can get the rotation right without position and I can get position right without rotation.

ARRRRrrrgghhhhh!
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Old 02 February 2013   #4
I got it, I don't get why I got it how ever:( Well I do sort of but it doesn't feel right again. But it works!
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Paul Neale
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Old 02 February 2013   #5
Spoke to soon. Only works when projection object is orientated to world space:(
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Old 02 February 2013   #6
have a look in the sdk.... samples particle flow the source code should be there for surface emitter

the core routines are actually in the file

PFActions_GlobalFunctions.cpp

Last edited by Klunk : 02 February 2013 at 05:39 PM.
 
Old 02 February 2013   #7
Oh nice. Hadn't seen those. Thanks.
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Old 02 February 2013   #8
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