Sorry for the confusion. I think I even made a comment like "oh I thought I needed to convert that before" while recording it... I run into the problem when multiplying the rotations together, so then I convert the matrix back to rotation. Yes, I believe rotation is a 4D vector (X, Y, Z, W). You can convert rotation into a rotational matrix by plugging "Axis and Angle to Rotation" -> "SRT to Matrix" -> "3x3 Matrix". I did intend to use "Multiply Vector by Matrix", but should have converted it to 3x3 matrix first. I'll have to look into using just a "Multiply" node as TwinSnakes007 mentioned earlier.. Never tried that...TwinSnakes007 wrote:A rotation is not a matrix, it is a vector [which represents the rotation axis] and a angle [expressed in degrees or radians representing the amount of rotation around the axis].iamVFX wrote:wow, I didn't even know that rotation is matrix and can provide local transforms. that's cool, thanks!

I've got some other tutorials that I'd like to offer, but I ran into a problem with my next one that needs sorting out.. I got some flipping issues when I was creating my Turret setup. Need to open an earlier project to see how I solved it.. I think I may have used ArcTan2 rather than Increment Rotation by 2 Vectors, so I gotta relearn that...

Thanks for watching!

-Dave