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Catching the Absolute Rotation and Scale: Non-uniforms
Hi, I know, this question about finding those absolute rotations has been answered by Mr. Ebberts and others numerous times, like: https://forums.creativecow.net/readpost/227/25141 however, I noticed a twist and the reason why it did not work for the original poster – those expressions work only if every parent is scaled uniformely (ratio 1.0). Otherwise, it goes crazy, because non-uniform scale affects angles, and abs scale itself was calculated only by taking Y value.
In my case, I have a rigged guy with a bee smoker in his hands (nested comp) and for smoke I need to link Trapcode Particular’s emitter to it, with the smoker’s absolute rotation taken in account (main comp). At the moment only positioning works (toWorld, fromWorld)… from where I wonder if toWorldVec could work and give abs angle, and what would be javascript for that, ty.
Nhpos = comp("nestedCharacter").layer("smokeEmitPoint");
fromWorld(pos.toWorld(pos.anchorPoint)) // or smth like that for 3D point to feed into emiter's positionNh
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