In a bit of irony, I actually don't know who was in charge of the SDK guide.

Matt




-----Original Message-----
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: Tuesday, August 27, 2013 12:02 PM
To: softimage@listproc.autodesk.com
Subject: RE: SI Matrix3 and Maths

It's been long enough that I can say this. Do you remember who was in charge of 
the SDK guide? That's why. 

gray

-----Original Message-----
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Tuesday, August 27, 2013 2:57 PM
To: softimage@listproc.autodesk.com
Subject: Re: SI Matrix3 and Maths

Formula? What you talkin' 'bout Willis?


Eric Thivierge
===============
Character TD / RnD
Hybride Technologies


On August-27-13 2:54:24 PM, Matt Lind wrote:
> Which begs the question – why is that formula in the user’s guide and 
> not the sdk guide?
>
> I’ve wondered about that for years.
>
> Matt
>
> *From:*softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of 
> *Grahame Fuller
> *Sent:* Tuesday, August 27, 2013 11:52 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* RE: SI Matrix3 and Maths
>
> Just to clarify, that’s the order of the matrices in the 
> multiplication, which in a row-vector world corresponds to performing 
> the transformations interactively in the opposite order.
>
> If there’s non-uniform scaling involved and hierarchical scaling is 
> on, it’s more complicated. For the gruesome details, scroll to the 
> bottom of this page:
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/transforms_ScalingObjects.htm,topicNumber=d30e51306.
>
> If there’s no non-uniform scaling then everything works out the same 
> as for classic scaling.
>
> gray
>
> *From:*softimage-boun...@listproc.autodesk.com
> <mailto:softimage-boun...@listproc.autodesk.com>
> [mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Daniel 
> Brassard
> *Sent:* Tuesday, August 27, 2013 2:29 PM
> *To:* softimage@listproc.autodesk.com
> <mailto:softimage@listproc.autodesk.com>
> *Subject:* Re: SI Matrix3 and Maths
>
> BTW, the order of operation on the matrices is important. For 
> Softimage you scale, rotate then translate (SRT like the order in the 
> MCP, easy way to remember). Any other way and you will have 
> unpredictable results.
>
> On Tue, Aug 27, 2013 at 2:12 PM, Daniel Brassard 
> <dbrassar...@gmail.com <mailto:dbrassar...@gmail.com>> wrote:
>
> A pretty good explanation of row vector and transform Matrix here.
>
> http://msdn.microsoft.com/en-us/library/windows/desktop/bb206269(v=vs.
> 85).aspx
>
> On Tue, Aug 27, 2013 at 1:39 PM, Grahame Fuller 
> <grahame.ful...@autodesk.com <mailto:grahame.ful...@autodesk.com>> wrote:
>
> I'm pretty sure it's the row versus column vector issue. In a 
> nutshell, most of the CG world, including Softimage, treats vectors as 
> rows, i.e., 1x3 matrices. The rest of the world, including most 
> references you'll find for math, physics, robotics, etc., treats 
> vectors as columns, i.e., 3x1 matrices.
>
> In a row-vector world, you construct your transform by inserting your 
> X,Y,Z basis vectors into a matrix as rows. The order of multiplication 
> for transforms is Mchild x Mparent, and when multiplying a vector and 
> matrix the vector goes on the left and the matrix on the right.
>
> In a column-vector world, it's the opposite. You construct your 
> transform by inserting your X,Y,Z basis vectors into a matrix as 
> columns. The order of multiplication for transforms is Mparent x 
> Mchild, and when multiplying a vector and matrix the vector goes on 
> the right and the matrix on the left.
>
> In particular, note that the row-vector transform is transposed 
> (mirrored across the diagonal) from the column-vector transform. So if 
> the formulas for your individual rotation matrices matX, matY, and 
> matZ came from a reference that uses column-vectors, you need to 
> transpose the matrices.
>
> To calculate the various rotation orders, you just need to multiply 
> the matrices in different orders. In a row-vector world, you use 
> reverse order, for example, if you want XYZ order then you calculate 
> matZ x matY x matX. Luckily matrix multiplication is the same in both 
> row-vector and column-vector worlds, so you can save some processor 
> time by figuring it out long-hand and stuffing the final values into 
> the full transform matrix directly, like in the code sample you 
> showed, but of course it's easy to make a typo or other mistake.
>
> gray
>
> From: softimage-boun...@listproc.autodesk.com
> <mailto:softimage-boun...@listproc.autodesk.com>
> [mailto:softimage-boun...@listproc.autodesk.com
> <mailto:softimage-boun...@listproc.autodesk.com>] On Behalf Of Eric 
> Thivierge
> Sent: Monday, August 26, 2013 8:21 PM
> To: softimage@listproc.autodesk.com
> <mailto:softimage@listproc.autodesk.com>
> Subject: Re: SI Matrix3 and Maths
>
> Thanks Raf I saw that today. It's a problem somewhere with my matrix 
> multiplication I think. Tried a bunch of different combos but I'm 
> thinking it's what Matt touched on either the row / column mixing or a 
> mistake in the shorthand somewhere.
>
> --------------------------------------------
> Eric Thivierge
> http://www.ethivierge.com
>
> On Mon, Aug 26, 2013 at 8:15 PM, Raffaele Fragapane 
> <raffsxsil...@googlemail.com 
> <mailto:raffsxsil...@googlemail.com><mailto:raffsxsil...@googlemail.co
> m <mailto:raffsxsil...@googlemail.com>>>
> wrote:
> The rotation order matters.
> It's as simple as each rotation pushing a gimbal along by a linear 
> distance of trigonometric functions of that angle in turns, in the 
> rotation order... order.
> Wikipedia has the matricial forms:
> http://en.wikipedia.org/wiki/Rotation_matrix#Basic_rotations
> What's not working from that? Or if you haven't looked at it, shame on 
> you!
>



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