€2+

Rotate To group node in geometry nodes - Blender project

1 rating
I want this!

Rotate To group node in geometry nodes - Blender project

€2+
1 rating

A powerful Rotate To group node to use in your workflow. Rotate everything from A to B. Rotate mesh through a direction, open flowers, rotate instances and more! All made in Blender 4.5.0.

If you have any issues please comment on my YouTube channel or join on my Discord server (link in all my video tutorial description). This to avoid bad reviews caused by simple misunderstanding about the using of the content or because the Blender's team sometime changes the core code between versions of Blender breaking some geometry nodes setup badly.


In the Content you will find 4 versions of the Group node:

  • for Blender v. 4.5+
  • for Blender v. 4.4
  • for Blender v. 4.3
  • for Blender v. 4.2 and lower

Features:

  • Geometry: Input geometry like meshes, curves, point clouds or instances
  • Selection: You can filter the elements or instances you need to rotate maintain the rest as is
  • From menù: you can choose between
    • From Vector: With this selection the system will take the array of vectors or a single vector set in the input attribute From
    • From Vertex Group: With this selection the system will use the first 2 vertices of the set of vertices in the vertex group using these two input attributes:
      • From string: the name of the Vertex Group read from the self object
      • Flipped From: if you need to reverse the direction of the calculated vector
  • To menù: The behavior of this menù follows the same concept as the From menù socket but related to the To vector direction (the target of the rotation).
  • Center menù: you can choose between
    • Center Vector: With this selection the system will take the array of vectors or a single vector set in the input attribute Center
    • Center Vertex Group: With this selection the system will use the average position of all the vertices in the vertex group using these input attribute:
      • Center string: the name of the Vertex Group read from the self object
  • Factor: The influence of the rotation from the From vectors to the To vectors.
  • Flip rotation: if checked, instead of using the minimum rotation between the From and the To, the system will rotate using the opposite angle direction.
    For example, if the angle from A to B is 30° along an angular direction, with this check, the system will rotate by 330° (360°-30°) but in the opposite angular direction.
    Keep in mind, the interaction with the mouse will be limited in a range between 0 and 1 whereas passing values over this range (for example with the Seconds of the Scene time field) if could think in "steps of factor" or, taking the example above, "steps of 30°" so a value of 1 will be 30°, a value of 2 will be 60°, a value of -0.5 will be -15° and so on.
  • Free rotation: This allows you to freely use a custom rotation in degrees.
  • Rotation (°): The degrees of free rotation, used if the Free rotation attribute is enabled.
  • As Instances: Check this attribute if you input instances inside this node to let the node work properly.
    Keep in mind that with this check, the node will use directly the From Vector method, the To Vector method and the Center Vector method to work properly, even you've chosen the Vertex Group methods.
  • Comp obj. rotation: This allows you to add the reversed orientation of the object itself on the To Vectors before using it.
    Useful if you have the object already rotated without applying a Rotation freeze transformation.
    If you want to avoid this check apply a Rotation freeze transformation on your object.

Royalty Free License

This license grants you, the purchaser, the ability to make use of the purchased product for personal, educational, and or commercial purposes as long as those purposes do not violate any of the following:

  • You may not resell, redistribute, or repackage the purchased product for free or commercially without explicit permission from the original creator,
  • You may not use the purchased product in a logo, watermark, or trademark of any kind with the exception of: shader, material, and texture products are exempt as the product is used in a secondary manner.
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