Why do you need one? You can still multiply that 4x4 by a vector,
point, or another matrix or whatever.
Sent from my iPhone
On May 15, 2010, at 16:02, matthew evans <[email protected]>
wrote:
fantastic :) but how would i get the 3x3 rotation matrix
On Sat, May 15, 2010 at 8:17 PM, Adam Mechtley <[email protected]
> wrote:
tMatrix.eulerRotation() is returning an MEulerRotation object, not a
3x3 matrix. Thus, temp[0] is rotation around the x-axis, temp[1] is
rotation around the y-axis, and temp[2] is rotation around z. Not
sure why trying to access the higher indices doesn't just give you
an OOB error.
If you want Euler rotation as a matrix for some reason, then you
need to do something like:
temp=tMatrix.eulerRotation().asMatrix() # note: this is a 4x4 matrix
On Sat, May 15, 2010 at 5:33 AM, matthew evans <[email protected]
> wrote:
hey guys, im still playing around with matrices. iv created a node to
deal with geometry matrices, when the world matrix is plugged into the
node it appears perfect in the attribute editor, but when i try to use
the eulerRotation of the matrix, the values become completely
different.
can anyone explain why this code does not work:
inputMatrix=block.inputValue(RigidBody.objWorldMatrix).asMatrix()
tMatrix=om.MTransformationMatrix(inputMatrix)
temp=tMatrix.eulerRotation()
rot=[temp[0],temp[1],temp[2],temp[3],temp[4],temp[5],temp[6],temp
[7],temp[8]]
from this rot =[1.5707963267949066, -1.5706444258003933,
3.1415926535897931, 3.1415926535897931, 3.1415926535897931,
3.1415926535897931, 3.1415926535897931, 3.1415926535897931,
3.1415926535897931]
thanks for any help :)
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