Showing posts with label transformation. Show all posts
Showing posts with label transformation. Show all posts

Wednesday 5 October 2016

using object's rotation as a vector value.

A simple method would be to set the world aligned object's vector value to pure X,Y or Z (eg <<1,0,0>> for all X)before it ever gets transformed. As long as inherit attributes is active, the vector will also be transformed/rotated etc)
Useful for setting vectors to point in the direction of the object.