Folks,
I’ve hit a roadblock on my quest to finish my first script.
I need to rotate the face of a MESH to match the exact same rotation of an object’s origin’s rotation, in world units.
I can easily get the Euler [x,y,z] rotation of the object’s origin in world units, but the face of the other MESH object has it’s own coordinate system and I can’t seem to apply one vector to the other.
Any ideas? Need further explanation of what I’m trying to achieve?
:eyebrowlift2:
Sterling