ivanisavich, actually this is the full method of Rotate: void MyModifier::Rotate( TimeValue t, ::Matrix3& partm, ::Matrix3& tmAxis, Quat&…
denisT, what do you mean when you say target? the object? or what? Thanks.
Geometry Plugin.
I’ve already got the idea about world and local-space, but I still don’t know hot to do that in method MyModifier::Data::Apply. It looks like the tra…
Actually, that part of code is not about the strands, it’s about those orange lines you can see the figure I sent you last post, which are the gizmo (…
Now I understand better! I looked at the code and I think there is already that. Please, see part of the code which create the gizmo: GraphicsWindow…
I learned a lot with you today. Thank you again! Just one more question. What did you mean when you sai this: Point3 x TM For example, in my code, I…
Unfortunately, I can’t tell you much about the code because it’s confidential, you know? It’s not a plugin of mine, I’m just working for the company. …
Thank you very much. I’ve tried a lot of things, but nothing yet. I think the problem is here: matrixFix.Translate(nodeTM.GetTrans()); I also tried:…
Exactly. There is a gizmo for gravity. “and you’re probably having issues since objects created in viewports other than top and perspective will not…
In the plugin I’m working on, in the Gravity Modifier, I can rotate it. For instance, I can set the gravity down-up or left-right, or any direction I …
Actually, the alignment is already correct, but there is a bug about the different viewports. You know the front viewport has different axis than pers…
Yes, it is a Geometry Plugin. It creates a “new object” with lots of strands and align it to the object (i.e. sphere). I can separate both objects, bu…
The modifier plugin works this way, por example: Create a sphere (or any object in the scene) When I apply the plugin, it creates hair (lots of stra…