Hi people. I found this post i wrote some time ago. The question was quite mathematical. I 've rewritten it so it's more comprehensible and with updated solutions. I really need help with this.
------------------- How can i modify a polygonal face with xform command, using a transformation matrix, without making it collapse all its vertices to the position i tell it ? IT makes every vertex to be positioned in the same place. I just want to move it after an extrude, but extrude command doesn't allow to pass a transform matrix to move it, so i first extrude, then i move it with xform... One solution is to extract the rotation and position from the matrix and apply it to the extrude action ( i wonder which local or global transform or what should i use, and how to extract rotation in every axis from there... i should search for that ). Other solution is ... to move... every vertex and calculate locally the offset from the center of the face to each corner... wow. That sounds really annoying, considering you can move a face and rotate it on Maya. Why could't i just position all face vertices the same way moving the face itself (i know the face is formed by those vertices, and it has no pivot... theoretically). How would you solve this? -- Lidia 2015-02-23 21:02 GMT+01:00 Lidia Martinez <darksideg...@gmail.com>: > > I'm creating some poly figures and calculating the "Frenet" matrix (normal > + binormal + tangent + position) of the curve. All of them are queried > using curves functions. The binormal as a cross product between tangent and > normal. That's ok and the pieces are placed in the correct places along the > curve. > > But if i try to extrude a figure, and select the new face, and position it > in each point of the curve using the same matrix (i know, i could use the > automatic recipe, but i need to do it by hand) the face selected to be > moved along the curve to the next position is not moved, but it's vertices > moved all to the curve, collapsing the face. > > I thought i could move it using xform, but it doesn't work at all. I tried > many ways to do it. Creating a cluster with the vertices and moving it > would be the last option (and i don't think i could rotate it...). > > It's funny, if i try to just rotate with the rotation part of the matrix, > it works but accumulates the rotations (each time rotates a little more) , > and doesn't collapse it. If i move it, it works too, but collapses the face. > > > Weird stuff i'll have to do if i just want to move a face using a > transformation matrix... just that... > > -- > Lidia > -- You received this message because you are subscribed to the Google Groups "Python Programming for Autodesk Maya" group. To unsubscribe from this group and stop receiving emails from it, send an email to python_inside_maya+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/python_inside_maya/CAAB1%3D8xKd8B4DD080HdBDQd8W%2BC4SgUSywFRKpodpMAoBjyB%2BQ%40mail.gmail.com. For more options, visit https://groups.google.com/d/optout.