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serge
04-02-2010, 10:08 AM
I'm using this node setup (see attachment) to rotate an object (part) on the pitch.

This works fine. It also works fine if I move (keyframe) the object, but only when 'displacement order' is set to "Before World Displacement". Doesn't really make sense to me, but okay...
However, if I rotate (keyframe, or align to path) the object, the Part Move rotation gets messed up.

I guess I have to add/subtract some vector coordinates somehow in the node tree, but I can't seem to figure it out.

serge
04-05-2010, 11:17 AM
Anyone? Please? How to rotate a 'part' (with Part Move plugin) on an already rotating object?

dpont
04-05-2010, 02:23 PM
With the actual version, I don't think it is doable,
needs a new option to use local coordinates,
but can't promise a new release.

Denis.

serge
04-05-2010, 03:03 PM
With the actual version, I don't think it is doable,
needs a new option to use local coordinates,
Yes, I had the feeling something was missing. I've tried about everything I could think of.

(I had a nice idea using Part Move to rig a complex but one-layer object. :))


but can't promise a new release.
I understand. Thanks a lot anyway.

dpont
04-08-2010, 11:28 AM
I added a "World Coordinates" option in both Part Move
and Poly Move nodes, this is the older default state,
if you uncheck this option (Local Coordinates),
Part and Poly transformations should be correctly
combined with Object rotation, scaling.

Available in the x32 version of DP Kit.
Denis.

serge
04-08-2010, 05:35 PM
Wow, awesome! Thanks Denis! :)

stevecullum
04-14-2010, 05:46 PM
Nice to see your site back up Denis!

The DP Instance plugin looks interesting :)

serge
05-14-2010, 04:49 PM
Denis, thanks again for the "world coordinates" option. This works well.

But I have another problem (:p).

I want to rotate an object on heading and pitch. For heading I'm using the rotation info of a null (Item Info node), and for pitch a 'vector node'. This works well when I use Node Item Motion, but not with Part Move. Is there any way I can get this to work well with Part Move?

dpont
05-15-2010, 02:51 AM
This doesn't happend here, except with "Normal Rotation"
option checked, this option can be 'unpredictable'
with such geometry, the object/part is aligned along
the averaged normal before applying rotation.

btw, Pitch and Bank were inversed in Poly Move and
Part Move nodes, this has been fixed to match Item
or Parent rotation,
this affects of course older preset/scenes.

Denis.

serge
05-15-2010, 09:48 AM
That's strange Denis. It doesn't work for me, and I didn't have "Normal Rotation" checked. I've tried it on two different computers (LW9.6, WinXP pro and Win2000).

Could you please check my scene. I've set it up so that you can check it with Node Item Motion and the Displacement Node editor (just connect the outputs in the node editors).
With Node Item Motion I get the 'correct' (expected) motion, but with Part Move I get 'messed up' rotation.

P.S. Thanks for the 'inversed rotation' fix in Part Move. :)

dpont
05-15-2010, 12:43 PM
I would say rather that Part Move and Poly Move node
don't mimic exactly the same rotation matrix and probably
simpler than LW transformations,
especially when different rotation are mixed together.

Denis.

H_Molla
05-15-2010, 01:35 PM
Thanks denis

dpont
05-15-2010, 03:44 PM
I would say rather that Part Move and Poly Move node
don't mimic exactly the same rotation matrix and probably
simpler than LW transformations,
especially when different rotation are mixed together.

Denis.

Fixed in the x32 version.

Denis.

serge
05-15-2010, 08:03 PM
Fixed in the x32 version.

Denis.
Great! Thank you very much!!

Hieron
05-16-2010, 12:51 PM
Fixed in the x32 version.

Denis.



I love the functionality your kit provides. Many thanks for your efforts!
Any chance of fixes like above making it into x64 versions?

I understand time and effort is involved in all of this..

dpont
05-17-2010, 10:00 AM
Marvin updated the x64 version of DPKit with this fix today,

Thanks Marvin,
Denis.

Hieron
05-17-2010, 08:07 PM
Thanks Marvin :)