If your vectors are vectors that make up a rotation matrix, you can use quaternions to rotate all the vectors.
for example: rot_matrix = (x_vec, y_vec, z_vec, om.MPoint.kOrigin) # you want to rotate x_vec to x_vec_target and apply that too the other vectors to rotate the matrix offset_quat = x_vec.rotateTo(x_vec_target) # apply the rotate the matrix using quaternions rot_mat = om.MTransformationMatrix(rot_mat).rotation(asQuaternion=True) result_rot = rot_mat * offset_quat # get the matrix result_matrix = result_rot.asMatrix() from result_matrix, you can get the x_vec, y_vec, and z_vec rotated On Thursday, March 21, 2019 at 1:27:11 PM UTC-5, pety20...@gmail.com wrote: > > hi, i have MVecter1 and MVector2 (and MVector3, ...) > they're all linked. > now, if one my vector,example, MVecter1, changing to newMVector1 > how can i find other connected vectors?(newMVector2, newMVector3, ...) > -- 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/5b50fd4f-30aa-41c0-8a66-1d18498fc895%40googlegroups.com. For more options, visit https://groups.google.com/d/optout.