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Computing transform for use with Instantiator
burt_harris
Member Posts: 7 ✭✭
I'm writing a feature with two primary inputs: a face on which to add the whole-lie feature, and a set of points specifying locations to instantiate them. I'm having some trouble figuring out how to combine the two into a transform for the effect I'm looking for when calling addInstance().
My current effort uses transform(worldToPlane3D(plane, vertex)) to map each of the input points onto the feature's plane, but I also want the plane to control the orientation of the feature, which isn't happening. I've also used a transform derived from the plane so that the features are always facing the right way, but with that they always appear at the origin. How can I combine the orientation from one transform with the location from another?
My current effort uses transform(worldToPlane3D(plane, vertex)) to map each of the input points onto the feature's plane, but I also want the plane to control the orientation of the feature, which isn't happening. I've also used a transform derived from the plane so that the features are always facing the right way, but with that they always appear at the origin. How can I combine the orientation from one transform with the location from another?
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Comments
Try using
Plane.origin = vertex;
T = toWorld(planeToCSys(Plane));
IR for AS/NZS 1100