Finding points in 3D space after rotations/translations (images included)

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11 comments, last by alvaro 12 years, 2 months ago
Yes, already tried it and infact, normalizing the vectors as you suggested made points maintain the same distance. smile.png
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Alvaro, in case I need to use this routine on quads, instead of triangles, I suppose there is not much of a change. If T3 is the origin point (the one with the hair attached to), I need to get the two adiacent points coordinates and use those to do the math, right?
Three non-collinear points are all you need as a reference for this situation. If you have a quad, ignore one vertex.

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