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grov
03-09-2006, 09:53 AM
This is for all the math wizards out there. Easy enough I'm sure, but it's been too long since I had to deal with this stuff...

I'd like to set an object's transform to a matrix that is non-orthogonal, with say the z-axis still pointing up and the x and y axes pointing in some arbitrary directions. But how?

And also, how do I set a node's transform without actually transforming it? :) Basically, what the "affect pivot only" button does.

MrSparkle
03-10-2006, 09:42 PM
I'd like to set an object's transform to a matrix that is non-orthogonal, with say the z- still pointing up and the x and y axes pointing in some arbitrary directions. But how?


A transform matrix consists of 4 vectors where the first 3 defines the orientation of the x, y and z axis and the fourth vector defines the position in the parent system. You can change the orientation of your axes to point in any direction.


And also, how do I set a node's transform without actually transforming it? :) Basically, what the "affect pivot only" button does.

You can use the transform and the objectTransform properties of an object. For more information read the "Using Node Transform Properties" section in the MaxScript help.

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03-10-2006, 09:42 PM
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