hey,
you will have to look into Matrix's, global Matrix's to be exact and then do a Invert to and multiply, to get one matrix into its parents space. Its not as insane as it sounds.
i would suggest creating two nulls, get there globla kinematics(Matrix) then do a invert on the one matrix(A) and multiply it by the other Matrix(B), and pipe that back into the global kinematics.
That would give you a better understanding or matrix's and there space, and then you can mess around with the rotations of the local matrix.
Hope that helps, also im not 100% sure what kind of rotation effect your trying to achieve?
On Tue, Aug 28, 2012 at 5:09 PM, Christian Gotzinger
<cgo...@googlemail.com> wrote:
Hi list,
I want to animate a road building itself by scaling its polygons from 0 to 1. I've already got this done. But I also want to rotate the polygons 180 degrees around their local axes. Can someone explain the math behind this? Thank you!
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Simon Ben Anderson
blog:
http://vinyldevelopment.wordpress.com/