I am using a Kinect to get the vector whose origin and terminal points are my two hands. I would like this vector to be the normal of a plane – the plane, in this case, is a circle jit.gl.gridshape. I need a way to turn the angles between this vector and the three axes (which I already have!) into values to feed into the gridshape’s rotatexyz so that it’s perpendicular to the line between my hands. I’d like to know what math I need to do this – I am terrible with linear algebra and vector mathematics and am finding it really hard to follow the information I find online.
I have been Googling math for hours now, trying everything I came across – to no avail. I also searched the forum and could not find references to this ‘task’ or similar ones.
Hopefully someone will be able to help me.
if you’d prefer to pass on the math, check out the jit.anim.node object.
one of it’s attributes is "direction".
you can bind a jit.anim.node object to your gridshape, and the appropriate orientation will be derived from the direction attribute.
you might want to try with @tripod mode on and off. check the ref page for more info.
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