Point Normal to Drive Object Rotation

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I'm using a particle/point to drive the $TX, $TY, and $TZ of an object.

The point is traveling along a surface and its normal matches that of the surface.

I'm like the object's rotation to be driven by that normal, basically the end result of all this being the equivalent of animating the object along a curve with correct banking based on the normal (and up vector, I guess?)

The object being driven is a force object inside a DOPnet, so I can't directly animate it along a curve created from the point path (which is a bummer).

I'm getting the translation data via a SOP-level attribute create. Is there a similar way to pull out the normal/up vector data to derive rotation? Gonna admit up front I'm looking for a simple-ish, non-VEX heavy solution if possible. You know, something like a node that says ‘Instant Dot and Cross Product! Just add water!’


mC
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Any suggestions? Self-bumping because of my initial poorly-timed weekend submit and the fact that keying the rotation by hand on dozens of these objects right now is killing me…


mC
Edited by MoltenCrazy - July 2, 2019 20:19:32
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The object being driven is a force object inside a DOPnet
should post a hipfile
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