The way Maya itself handles this is to only save settings when you close
Maya. I save settings from a lot of my tools using QSettings when they are
closed and it generally works well. The most significant caveat is that you
need to make doubly sure you handle exceptions when saving settings,
be
Hi, see if this works
Basically you need to compute the transformation matrix that represents the
rotation from a specific point ("vertex" in your case). That can be
generally done by matrix composition m1*m2-1*transform*m2. Where m1 is
the matrix of the object you want to move, m2-1 is th
I've been searching for hours, but didn't find anything: I want to rotate
my object around some point on the surface (vertex). But instead of setting
the rotate pivot to this point, I want to calculate the transformation of
my object, as if it would have a parent-child relationship, so basically