Placement Node BIG problem for me

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A2Zen
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I think the instancing feature is something good for manage scene and re-use an object in future project... but....

I just give it up about re-use an object because of this problem that I show you in the picture... below...
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Placement node problem
Placement node problem
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bepeg4d
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hi, the solution is to use two placement node, the first for rotation only and the second for translation ;)
ciao beppe
A2Zen
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next ...

Oh thanks for a solution....

but why.. we need to do extra job for this simple task... ? i wonder.....
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PlacementNodeProblem2.jpg
A2Zen
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Imagine you have 20 pieces of thing in one scene...

If you want to put them all like this way (ready to move, ready to rotate) you need to put 40 placement nodes ... :ugeek:
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ROUBAL
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@A2Zen: I totally agree with you ! I was going to post a feature request about that, in order to make this node operate Rotation treatment first.

It sounds much more logical imho.

Before thinking of using an other placement node first just for rotation, I pulled my few remaining hair to place my cars and city props in my current London scene !
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bepeg4d
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the placement node is intended to be used with only few copies of an object, for more than three objects it's better to use the scatter node, if your host application can give you the matrix ;)
ciao beppe
A2Zen
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Roubal, I think the problem now is "this node operate Rotation treatment first"... ;)

Maybe we understand thing in different way ? :roll:

(maybe my English is bad...)
A2Zen
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bepeg4d wrote:the placement node is intended to be used with only few copies of an object, for more than three objects it's better to use the scatter node, if your host application can give you the matrix ;)
ciao beppe

I make interior scene and modelling with Rhinoceros ... I already have Octane for 3dsmax plugin license but... 3dsMAX is very very very ..slowwwwww compare to Rhino 5 ... so I just export scene and objects directly from Rhino 5 and it work quite good (no need for exporter... I just use native OBJ export)

I have no idea about transformation matrix.... but I think this simple thing like transformation of each instance in octane should be more easy to use... and easy to understand....


plus more.. in order to generate that MATRIX information... do I need to put the things in to the right place before generate a Matrix code for them ?

Can I just export each of my furniture model into a single obj and load them directly to octane and manage the scene on the fly ? I dont want to put all the thing in place and export them... I want to load them as I need and moving them freely in Octane...
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face
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It´s simple,
you must convert your desired rotation in a 3x3 rotation matrix. Then multiply your destination vector with this matrix.
Subtract your result from the destination vector. This is the vector which you must type in your translation value ;)

face
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A2Zen
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face wrote:It´s simple,
you must convert your desired rotation in a 3x3 rotation matrix. Then multiply your destination vector with this matrix.
Subtract your result from the destination vector. This is the vector which you must type in your translation value ;)

face

Thanks face !! but... It's sound like a technical thing to me... I am not a programmer so ... Can you give me some example for that....? :shock:
(I am just very confuse studying how to use grasshopper in Rhino to generate the transformation matrix.... but I think it's not suite me...well..)
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