I have been working with vertex selection and processing .I am starting off with a cube I then select some vertices then rotate the cube around the y axis by 45 degrees. Having spent some time on this I have found that by giving various values to each vertex I can derive an x direction edit and an x, z edit that look okay..
So, I guess the principle behind this type of processing is a relationship between the rotation of the mesh / vertices and the values that are passed to the edit functions, like a gradient I suppose.
So, what I would like to know, is what type of maths is this and how can I follow it up. For instance is this type of thing a derivative or deviation or something like that or is it some type of ratio deviation or derivative.