ah I see where your going with this Andy, so how can I get a particles
rotation into a current direction of rotation vector?   say its spinning or
'tumbling' how to get the vector to rotate with it. I was thinking an 'up
vector' but particles dont have them

On 5 March 2013 19:33, Grahame Fuller <grahame.ful...@autodesk.com> wrote:

> A particle's orientation is its offset in rotation relative to the point
> cloud's local reference frame. If as is typical, you leave the point cloud
> untransformed, then this is the same as its offset in rotation relative to
> the scene's global reference frame.
>
> The orientation is expressed as a rotation in axis and angle form, i.e.,
> [X, Y, Z] coordinates that define a vector relative to the point cloud, and
> an angle of rotation around that vector.
>
> Axis and angle is just one of several ways to represent a rotation. The
> other ways that are available in ICE are Euler angles, quaternions, and
> matrices (but be aware that in general 3x3 matrices represent both rotation
> and scaling, and 4x4 matrices represent rotation, scaling, and translation,
> so be careful when using them in case you inadvertently apply more than
> just rotation). Each of these formats has advantages and disadvantages in
> different situations. There are nodes that can convert between them as
> required.
>
> Axis and angle was chosen to represent orientation and other rotations
> after some discussion on the Ariane beta list. It was felt to be fairly
> intuitive for artists, and is fairly easy to use in computations (or at
> least, easy to convert under the hood to a format that is useful for
> computations).
>
> As with transforms in general, rotations can be used to manipulate vectors
> and positions, or to convert between reference frames, among other things.
> It depends on the problem you are trying to solve and how it is framed.
>
> gray
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Moorer
> Sent: Tuesday, March 05, 2013 12:58 PM
> To: softimage@listproc.autodesk.com
> Subject: Orientation and vectors, foundations
>
> Hi all,
>
> As I was working today I realized that despite doing operations on ice
> "orientations" regularly I don't have a firm grasp on what they really are.
> Orientation relative to what? And what form is this orientation in?
>
> Trying to phrase it differently...
>
> How is a particle's "orientation" different from a 3x3 matrix describing
> the difference in rotation between it's local coordinate space and the
> global frame of reference? Both are clearly descriptions of the same thing.
>
> I know this is kind of an abstract subject, and (being tired at the
> moment) my question may not even be clear, but being self-taught and
> lacking adequate formal math education I'd be very interested in your
> answers and any discussion in general on how you all visualize rotations
> and orientation,
>
> For some people I talk to about rotations (I'm the life of any party) it
> seems to be all about manipulating vectors, others seem more comfortable
> thinking about rotations as transformations between reference frames... and
> I see a similar wide range of how people go about some of this stuff when
> looking into various compounds.
>

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