Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by miguel_unity866 · Sep 08, 2021 at 11:02 AM · transforms

Programmatically rendering a chain of objects

My knowledge of trigonometry is very limited and prevents me from even reasoning about the problem I'm about to describe.

First I believe it'll help to consider the diagrams below. Please note that in each of the diagrams, the objects are in 3D space.

 Object I       Object II  
      ^              ^       
      |              |     
    xx|              |     
    o xxx          xoooo   
 ---o-P-o--->   ---x P o--->
    o   o          xoooo   
    ooooo            |     
      |              |     

The two diagrams above refer to two separate objects in 3D space.

P refers to origin and is meant to show that each object is centered on origin in their respective local space.
x denotes a plane (a quad) that is a special connector element allowing for additional objects to be chained together. You can assume that these planes are identical on each object.
o is simply a non-connector element that is part of the object.

 Intended result in world space
         ^
         |                 
         |o                
         / o               
        x 2 o              
       xxx /               
       o xxx               
 ------o-P-o------>
       o   o               
       ooooo               
         |                 
         |       
       

This diagram illustrates what I'm trying to achieve. Essentially I'd like to draw two separate objects in 3D space and make it look like they are linked/chained together.

To this end I need to calculate object II's rotation and translation in such a way that its connector quad (denoted by x in the diagrams) exactly touches Object I's own connector quad.

What are the operations that I would need to carry out?

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image andrew-lukasik · Sep 08, 2021 at 01:29 PM 0
Share

I might be just a fool, but if your question was "What do I mean?", I would have little idea with a lot of question marks.

avatar image andrew-lukasik andrew-lukasik · Sep 08, 2021 at 01:32 PM 0
Share

"Programmatically rendering a chain of objects" part is super clear, but the longer description makes things very confusing. Try reducing number of assumptions and just write what you want to do + optionally show assets involved (actual screenshots, no ascii art).

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

125 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Animating UV transforms in Shader 4 Answers

The script isn't taking in the right transform positions! 1 Answer

Smooth Position Change (Ironsights) 1 Answer

Problem combining GyroDroid rotation with independent position changes 0 Answers

Which VR platform is easy to work with, Cardboard or Gear VR? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges