Hi, So to start this off, I'm a novice at anything beyond scripting with maya commands, so I don't really know what I'm talking about.
In the test I am trying to do, I have 3 cubes (cubeA, cube B, and cubeC). I want to be able to rotate cubeC to (x, y, z) rotation, calculate what half of the rotational difference between cubeA and cubeC's matrices is, and use that to set cubeB's rotations to halfway between cubeA and cubeC's rotations. eg. If cubeA's rotation is (0,0,0) and cubeC's rotation is (100,200,300), cubeB's rotation would be (50,100,150) As far as I've been able to achieve, in the above scenario, my actual cubeB's rotation would end up being (50,-160,-60). I'm trying to do this with matrices because I was told matrix math computes faster. Should I even be trying to do this with matrices? Or is it more logical to just use the actual rotation values directly? Thanks -- 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/ee8a3775-1b14-4485-8657-262963977112%40googlegroups.com. For more options, visit https://groups.google.com/d/optout.