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Post by Mathcope on Jan 5, 2017 20:50:16 GMT -5
necrodog I see... So then the conversion from quat to matrix is unnecessary?
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Post by necrodog on Jan 5, 2017 20:51:48 GMT -5
Yes. i figured out when I saw the absolute transform from the bone!! 0_0 Mathcope
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Post by inabadromance on Jan 5, 2017 20:54:16 GMT -5
Thank you necrodog & anska for taking the time to explain this will have a read and try to test it out
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Post by anska on Jan 5, 2017 21:05:59 GMT -5
Hey again, I had the same problem as the rest of you. While my slot did rotate, it didn't rotate the way I wanted it to. Now reading the latest information, I entered the orientation values, then copied the absolute transform of the bone to the transform of the slot and that gave me remotely what I was looking for. (Just that the slot was facing in the wrong direction, which could be solved by starting from -10 degrees instead of 10) There still is a slight oddity in the tilt, but it's close enough to what I wanted. And thank you to everyone who participates in this thread, especially to you necrodog, you have been a tremendous help.
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Post by necrodog on Jan 5, 2017 21:07:46 GMT -5
Thanks anska Im glad to help.
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Post by anska on Jan 5, 2017 21:08:13 GMT -5
Or if they differ, put the values from the absolute transform of the bone into the transform part of the slot. They cant be copied directly, but the absolute transform of the bone is always right. Actually, they can. You can copy the absolute value from the text tab of the rig tab.
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Post by necrodog on Jan 5, 2017 21:10:48 GMT -5
Ah! So that save time consuming.
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Post by Leniad on Jan 5, 2017 22:05:10 GMT -5
I am so excited by this, I can't wait to give it a try - better to wait until brain is awake before doing mathing. lol Maybe the squash plant I am making will have squash that don't all point the same direction. WooHoo
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Post by Bakie on Jan 10, 2017 9:16:51 GMT -5
This is really cool! Have to try this too! I asked someone else to rotate a fx slot for me, but now I can try it for myself. If it doesn't work, I will come back to this thread. Special thanks to necrodog already for his outstanding example images.
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Post by Leniad on Mar 4, 2017 9:33:29 GMT -5
Ok, I finally got around to trying to use slot rotation and I get the slot to rotate, using the absolute transform method (but I put the orientation change on the transform bone instead of the root bone) described above but the problem is that with multi-slot object ALL slots move to the absolute transform bone, whether or not I changed the transform line of the slot. I am using spawn slots not deco, so perhaps that is the issue? Is there a way to make an individual slot in a group rotate by itself? I changed slotdirectionlocked to 0 from 1 hoping that would unlock it, but no. Thought perhaps linking a slot to a new bone and rotate the new bone might work, but no spawn from new bone slot. Took off transform from bone and put it on slot info in rig and pasted the absolute transform info from rig to slot info transform - no change all slots same orientation. So does anyone have suggestions, or is this just how it works? This is what I have This is what I want
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Post by Leniad on May 25, 2017 21:11:43 GMT -5
I finally got deco slots to orient facing in a circle, but apparently spawn slots do not behave the same as deco slots, but moving on. All the examples I have seen rotate the vertical "cylinder" of the slot, has anyone succeeded in laying the vertical cylinder on its side to be horizontal? I work at this for a hour or two and throw things, but just curious if anyone knows if it is even possible.
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Post by brujah on May 25, 2017 21:17:39 GMT -5
Yes, it can be done. Take a look at my billiard cue racks in the collaboration HERE. S4S will always display a vertical cylinder.
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Post by Leniad on May 25, 2017 21:51:20 GMT -5
Thanks brujah
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Post by Leniad on May 27, 2017 10:33:22 GMT -5
Worked like a charm Brujah!!! Thank you SOOO much.
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Post by brujah on Jun 16, 2017 0:59:00 GMT -5
I know this is late but I forgot to link to what I used to get the rotational values quaternions.online
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