1. How does the Blender co-ordinate system work? Is it spherical or cylidrical. I don't seem to be using it correctly.
2. How would one go about placing a object in the Blender 3d environment using sin cos and tan. For instance x = R * cos(Angle) in a polar co-ordinate sytem, how is x determined in the blender co-ordinate system?
No, blender uses straight cartesian coordinates? What problems are you having that suggest different? (remember that objects have their own local coordinate system which may not be aligned with the global coordinates).
I'm writing a toon shader for Blender. It calculates UV coordinates for a texture which is relative to the position of the lamp, the position of the object and the position of each vertex relative to the objects.
The problem is that when an object is rotated or sized the UV cordinates stays the same because the rotation of the object does not affect the rotation of the vertices. What I'm trying to do is place the lamp according to the roatation and size of each object in the scene so that the UV mapping may be correct.
Thanks for your response, I haven't been getting many of those.