![]() ![]() Normally, when modeling things to be rendered in 3ds Max or other 3d applications, this isn't too bad. However, my system units are in centimeters, so I am usually duplicating my child objects by 100cm or more. I can still get away with moving the child object 2 units in the 'Y' axis and make it visually appear that it is laying on the grid without any gaps between each child object. So, taking our above local direction and multiplying it by 2, we get * 2 =. ![]() A first example, could be maybe you wanted a child object to move 2 units in its local direction. How is this so, you might ask? Think of it this way, to move an object along its local translation, the formula is Local Vector * Scalar. At first, some people might think this is overkill to worry about, but in reality, this can make a huge difference, depending on the project. ![]() For example, if the local translation is pointing towards the 'Y' axis, its answer is. Once the tool calculates the local translation, its answer has this extremely long decimal, instead of either saying it is a zero or 1. I have come up with using the quaternion rotation between to vectors node to find the direction that the parent object is pointing towards. These tools will require finding the local translation from the parent pivot. I am looking at creating a few MCG tools, in which will cut down on doing repetitive work. Okay, this question might sound like I am being too knit-picky, but in my situation, this is very import to have. ![]()
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