I am having fun with the new nodal animation but the Object Input node is not working the same way all the time. I used the viewer to see that an empty's location is listed as <0, 9.6, 48> however when I select the empty and click on the drag arrows to move it (this happens as soon as I click and hold, even before I start dragging) the values suddenly jump to <76, 228.92, 347.94>. They then proceed to change as expected if I move the empty but revert back to an offset of <0, 9.6, 48> when I release the drag arrows. It is worth noting, the <76, ..., ...> values match with the empty's Global Location.
This is becoming a big issue as I am attempting to use the empty as a target for a Look At node. However, for that system, I actually need the Global Location (trying to make an actuated piston that follows a target node). But because the target empty is the child of another empty, its Local Location is not actually changing when the parent moves so it isn't working as a target. But that is a separate issue.
Thank you for the amazing work!
Finn
Edit: Actually that "separate issue" is a pretty big one. Will there be any additions to the Transformation Input node to allow you to use the Global Location rather than the Local Location? It appears that when set as a child, an objects "global origin" is reset to match that of the parent object.
Hello,
The Look At node shall really only be used with global transforms as you noticed to avoid any parenting problems. To have access to global position and rotation of the Object Tranforms Input node you shall un-hide this data in the option panel when the node is selected. A number of nodes like this one or frame have default inputs outputs hidden by default to get things a bit more tidy and simple.
The reason why the viewer plugged to the local transform output indicates different values for the object even before you drag it is because dragged object are moved back to the root scene during the process. Therefore global data doesn't change but obviously local does . Local = Global for the duration of the action.
Ah that makes a whole lot more sense! Being able to hide unused node connections is a really handy feature. It's working perfectly now, though I can easily see why I need to be careful. Vector math with multiple coordinate systems can get very messy.
Thank you!
Finn
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