This is probably a really easy question for some folk, but I would really appreciate any illumination in my attempts to get more math savy.
I want to work out how the calculate rotation values for an object via points, ideally in VOPS, just out of interest.
I drop a box in DOPS onto a groundplane and it falls, rotates around a bit, then settles. I want to go back to SOP level, make a point at the original object centroid, then add attributes to that new point that describe xyz position and rotation animation, so that when I copy a box to the point, it exactly matches the DOP animation.
Of course, DOP gives you all that information, or I could parent it, but I want to extract the transforms from the cached animation just as an exercise to get a grip on things like vector calculations, polyframe, matrices, etc.,
So, I have my point at the centroid, I can reference any point on the cube corners to produce a vector (two points) that I can see visually rotationing in the viewer with an addSop, but how do you go about then calculating a rotational angle from that, which could be applied to any object to match the cached animation? Would a lookAt node in VOP between the two workout? Or maybe bit of trig functions in an attribute field, reference one point from the other?
I know this is really easy for some folk, please give my ‘journey’ in vector math a boost
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thank you!!!!!!!