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Well, I found AN answer. It doesn't feel like a complete solution, and I'm not sure how well it will work down the chain, but at least it works for now. The trick was using one Rig Pose to rotate the object, then a SECOND Rig Pose to move it along its local axis, and it didn't really even involve matrix math.
Hey, if it works, it works.
BTW, I think the translate() might not have done anything because from the documentation, it looks like it affects just the matrix you give it. I think you then have to apply it to an object.
But if it works, it works :)
So it looks like I'm back where I started on a related issue. I added a circle primitive inside the barrel to emit bullets and muzzle flashes (all this is in service of automating gunfire, in case I haven't made that clear), but I'm having a hard time converting the rotations of the gun itself into a vector to apply velocity - or, rather, that a rotational vector needs to be converted into something else to create a directional vector.
edit: solved. The trick was to add a normal to the circle primitive and plug THAT into the velocity.
Getting closer to automating this entire process. Probably re-inventing the wheel, as usual, but it's going alright. I couldn't figure out how to make the spark component of the muzzle flash operator give the results I was looking for, and I still need to add smoke. I also haven't tested this fully inside of an APEX setup, much less with a ragdoll setup, so there's still plenty of work to be done.
Coming along great, though.
Need more practice refining the smoke, and the muzzle flash is getting kind of buried by the smoke. I'm trying really hard to resist my natural urge to skip the muzzle flash setup and do a full, proper simulation.
Damn, this all looks really good, and I can't wait to start playing with it.
I'm working on a short film, and I originally came on to help with the camera department (I'm 1st assistant camera, a.k.a. focus puller, and have since also been made the head of the camera department), but upon reading the script, it became clear that at least some VFX would be needed. At one point, the leads drive past a wrecked car that's on its side and on fire. I've been honing the simulations for a while now, and I also shot some test footage to practice my compositing. Here's where that's at so far:
Not terribly exciting as far as animations go, but fire is neat. The final effect will be less visible as the characters view it from inside a car as they drive past, which takes a little pressure off me.