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clones on rotated object mess with effector’s x,y,z
In my previous post I had a work around for clones on clones but now even that is a problem. Quick review of an overly simplified version so you don’t have to read that lengthy post:
A plane is used to generate small spheres on the plane’s poly centers.
I now want to randomize the position of those spheres. Easy right? Use a randomize effector or a shader effector to mess with the spheres positions and get them off the centers. And that works fine. (FYI I can’t use the surface distribution or a shader or a random here, I have to start with these clones at a coordinate center)Now rotate that initiating plane a bit. Now when you try and slide the spheres in X and Y using the position in the random effector, depending on the angle of the plane, the spheres will “dive” below the surface should they be moved far enough. In other words they don’t move in the xyz space of the generating object but neither do they in world coordinates. Its on some angle inbetween – its very very close to the plane’s angle but not quite.
I have tried rotating the effector to the same angles as the plane, I have tried childing the effector to the plane and zeroing out the coords to ensure the same angles. I have changed the relative and node settings in the effector hoping the local vs global rotation issues get zeroed out.
Is there a trick?