# Thread: New (possible) video: 3D Math

1. Funnily enough, I've just been doing some scripting that had me banging my head over the math dealing with rotations in 3D. So yes please Chilton!

2. I think the math I learned in school didn't really demonstrate well the applications it has in the "real world" (well, the 3d world I should say). There's a bunch of wrenches that get thrown into the mix as well.

I would thoroughly enjoy a video on the subject and I imagine it would be really useful paired with expressions and relativity... but the content needs to be done right. It must be as straightforward and concise as possible without leaving out critical details. Leave out as much of the fluff as possible and just focus on the core content.

I already use math in a small part of my character animation workflow, but I would not mind at all having a means to expand on what I know to achieve things that would otherwise be impossible. It is remarkable just how much territory there is to cover with 3d animation (let alone making model-based programs)... insane!

3. Originally Posted by Matt
Funnily enough, I've just been doing some scripting that had me banging my head over the math dealing with rotations in 3D. So yes please Chilton!
Matrices do that to a man

4. I hope this will be painless math...I'm all for it.

5. Originally Posted by probiner
Matrices do that to a man
Oh this wasn't even matrices!

I think I'll post the functions I wrote. Have ones for finding the angle between 2 items (for X Y Z and XYZ). Finding distances, placing items around a circle etc.

6. Originally Posted by Matt
I think I'll post the functions I wrote. Have ones for finding the angle between 2 items (for X Y Z and XYZ). Finding distances
You do know those are already built into LS right?

7. Originally Posted by RebelHill
You do know those are already built into LS right?
Yes, angle() and rotate3d(). But rotate3d() only gives you the vector to position, not to rotate.

8. Originally Posted by Matt
rotate3d() only gives you the vector to position, not to rotate.
Not sure exactly what you mean there... You have to input a rotation to transform one position to another in the first place, so obv you're not after getting it to tell you what rotation makes it go from point A to B. You've lost me.

9. Maybe he means that [Rotate3d] only returns the value of the point in space
instead of returning the value of the actual "rotational values used" to get to
that point in space?

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