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I have some mesh edges and would like to rotate them around a global Z, using their first vertex as the origin for that rotation. So far the setup has a couple successes: I can rotate around the correct vertex, and converting the edges to curves lets me use their tangent vector to throw some arrow-like cones on their points. However, you can see the problem below.

attempted rotation

First, although I can rotate around Position 1 of an edge, there's a jump to a new position. How do I offset this so that the rotation starts from the default position?

Second, the rotation is off. Ideally, it would be rotating around a local Z, as if each edge were an object whose origin was at Vertex Position 1.

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  • $\begingroup$ Why are you normalizing position vector? $\endgroup$
    – Crantisz
    Jun 28, 2022 at 12:41
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    – quellenform
    Oct 24, 2022 at 9:28

1 Answer 1

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enter image description here

You can solve this as follows:

enter image description here

Here I simply rotate the vector around the Z-axis, and then add the original position .

But to make this work and not rotate all points at the same time, I use a selection that selects only one of the two points.

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  • $\begingroup$ That worked! I used this and got it to affect each edge with good ol' modulo 2 on the index. $\endgroup$
    – ogbog
    Jun 28, 2022 at 23:41

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