Vex - update vectors after rotating localtransform by matrix

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I'm rotating points along a curve by their local transform and am having trouble getting my vectors (v@N,v@up,v@out)to update along with the rotation. A simple *= matrix doesn't work because it doesn't take into account all the rotations that happened on the points before it (hope that made sense).


The basics code is this:

matrix m = ident();
rotate(m, radians(bend), axis);
4@localtransform *= m;


Throwing an "orient along curve" after the wrangle kinda works, but it'd be nice to use the actual rotations and not have it try to guess/rebuild the vectors.

Any help is appreciated, thanks!
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