Deriving the rotatexyz of a Object from a Normal Vector

    Mar 16 2012 | 11:46 pm
    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 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.
    Many thanks!

    • Mar 17 2012 | 9:50 pm
      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.