Notifications
Clear all

[Closed] Rotate point around origin

What could I use to calculate a point position after rotating it around an origin?

Suppose I have 2 boxes…1 is my origin, the other my point. I link my second box to the origin box. I rotate the origin box and can read out the position of my point box.

Instead of using helpers (which would be very easy) I want to do it all in math without having to use any scene nodes.

Are there any tips that makes this easy to calculate cause it looks pretty easy in viewport?

Thanks,
Davy

5 Replies
 JHN

in coordsys parent about coordsys rotate $planets* 45 z_axis

Check the about context in the mxs help file.

-Johan

Yes! Perfect, exactly what I need. Sometimes it’s hard to find what you are looking for in the help file, no matter how many times you read it

Davy

 JHN

What helps me is browsing the categories. then you can start to see coherence in the grouping of the different parts.

-Johan

Yes, I do that a lot but still it’s sometimes hard to find what you are looking for.

Do you think it would be possible to rotate a non existing object? Cause I still have to create a dummy object to do the rotation but without would be better.

Davy

 JHN

Sounds like matrix math to me. I think it should be possible,

-Johan