I'm trying to deform part of an object (defined by a group) using another control object. Basically a hook deformer using geo nodes.
The tricky part is, I want the controller to follow the mesh it deforms (can be via sticking it to the closest face/vertex) and somehow consolidate for those transforms. It all goes fine with translations,
but rotations are starting to go sideways.
Another issue I'm having is that my control object leaves it's pivot behind. I'm setting it's transforms using geo nodes/transform geo, so not sure what's wring with that. Here's the node graph for the target object (framed nodes are just a test at the moment, they're not required)-
And the nodes I'm using on the controler object -
edit - I'm guessing since I'm using set position on the target object I'd need to consolidate for the relative position of the specific element(vertex) in the case where I'm getting the control object location from, since that as well might be influenced by said object. Not sure, math is not my strong suit so it's quite a bit of trial end error.
Basically what breaks are rotations, being more noticeable after a certain degree. Low values are alrightish -
Higher values flip like so -
This is just visualizing the issue on an isolated setup. It look like that euler thing when the axis alignment messes things up and people talk about using quaternions instead, I have no clue what I'm talking about though.