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rotate point normals around tangents in vex Aug. 16, 2017, 3:02 p.m.

@moogtastic, thanks!

It wasn't even the assignment of tangents that was off. It was the syntax in my vex.

This worked:


float twist = chf('twist');

matrix m = ident();

rotate(m, twist, v@tangentu);

@N *= m;

rotate point normals around tangents in vex Aug. 15, 2017, 4:46 p.m.

I know this has been asked before, but I simple can't get this to work correctly.

I got a curve with a lot of points. I put N and Tangentu on the points with a polyframe and in a Pointwrangle I have the following:


float twist = chf('twist');

vector tnorm = normalize(@tangentu);

matrix3 m = ident();
rotate(m, twist, tnorm);

@N *= m;

- twist is a float slider.

The Normals rotate, but on some weird axis. I obviously need them to rotate around Tangentu

Hip file attached

Sweep transform using attributes June 24, 2016, 5:19 a.m.

Great, thanks - now stuck on my wall..
Now what If I have a curve instead of a straight line, how would I then control the rotation? I know this begins to sound like a job for the Copy sop, but there's some features in the Sweep I'd really like to use - and otherwise had to rebuild after a copy sop..