Thanks Michael , I found a api function to have the correctly normal and 
tangents depends on UV directions which called MItMeshPolygon.getAxisAtUV , 
perfectly matched follicle's behavior , will post out soon . 

在 2018年11月21日星期三 UTC+8上午11:54:23,Michael Boon写道:
>
> You can get the tangent and binormal at each corner of a face of a 
> MFnMesh. Those are based on the UV directions. You would have to choose 
> one, or interpolate for a position in the middle of a face.
>
> On Wednesday, 21 November 2018 00:54:52 UTC+11, Angelo wrote:
>>
>> I recommend you get Chad Vernon's "Applied 3d Math" video tutorial found 
>> here 
>> <https://www.cgcircuit.com/course/applied-3d-math?affid=084fa76a5ad4e37ee02f0fb98fd229b4ed900c0c1aea6f5ba4e330927a0d65f606af5a9ebad4b731f8b6036fa27758765636bec02ae95f3f30765a390979b9c6>
>> .
>>
>> It goes over how to construct rotation from 3 points (basically a rivet). 
>>
>> On Tue, Nov 20, 2018 at 2:07 AM Zhen Huang <qeej...@gmail.com> wrote:
>>
>>> Seems a good idea , are you mind introduce more please . Thanks .
>>>
>>> I found the MFnMesh updated a lot , there is a getPointAtUV method . 
>>> Position solved .
>>>
>>> How about rotation , any idea ?
>>>
>>> Normal can get from interpolation of 3 points normal . 
>>> Tangent should base on UV , have no idea yet . 
>>>
>>> 在 2018年11月19日星期一 UTC+8下午10:30:17,Angelo写道:
>>>>
>>>> Why not just use MFnMesh.getPoint? Build an orthonormal coordinate 
>>>>> using connected points.
>>>>
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