Hi Alji,
I did end up using MatrixTransforms and the one place where I found them easier
to use (i.e. more logical to achieve the functionality) was where I had to
apply simultaneous rotations around X, Y and Z axes.
Thanks again.
Sincerely,
Sanat
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Read this topic online h
Hi nerazzuri,
[quote=nerazzuri]But isn't this the same behavior as having a chain of PATs
where modifying one transform node's position/attitude affects all the nodes
downstream? [/quote]
the same functionnality but you will have to specify a value rather then
multiplying.
[quote=nerazzuri]Ar
Hi Alji,
Thanks for your reply.
Though I am not sure if I follow your post entirely:
> rotation of a joint imply rotation of the rest of the arm, rather then
> computing the Position of each part , you construct a hierarchy of MTs and
> Multiplying one MT by another apply the change on the r
Hi,
If you are articulating some objects, like Robot arm, you rather use MT.
for instance a rotation of a joint imply rotation of the rest of the arm,
rather then computing the Position of each part , you construct a hierarchy of
MTs and Multiplying one MT by another apply the change on the res
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