So, yeah, silly question. :) Still haven't dived that deep into matrix
maths myself.
Thanks for the clarification Grahame! It's appreciated.

Mitch


On Tue, Aug 27, 2013 at 5:22 PM, Grahame Fuller <grahame.ful...@autodesk.com
> wrote:

> T is not an exponent in that formula - rather MT is the transpose of M.
>
> gray
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Mitchell Lotierzo
> Sent: Tuesday, August 27, 2013 6:15 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: SI Matrix3 and Maths
>
> So out of curiosity (and pardon me if this is a silly question), what
> exactly is the exponent of 'T' in that equation? I don't seem to see a
> definition.
>
> On Tue, Aug 27, 2013 at 3:38 PM, Matt Lind <ml...@carbinestudios.com
> <mailto:ml...@carbinestudios.com>> wrote:
> Maggie hasn't been with Softimage for nearly 10 years.  What's everybody
> else's excuse?
>
>
> Matt
>
>
>
>
> -----Original Message-----
> 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 Grahame Fuller
> Sent: Tuesday, August 27, 2013 12:16 PM
> To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com
> >
> Subject: RE: SI Matrix3 and Maths
>
> Maggie.
>
> gray
>
> -----Original Message-----
> 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 Matt Lind
> Sent: Tuesday, August 27, 2013 3:04 PM
> To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com
> >
> Subject: RE: SI Matrix3 and Maths
>
> 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> [mailto:
> 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<mailto: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> [mailto:
> 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<mailto: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>
> > [mailto: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<mailto:
> 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<mailto:
> 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>
> > <mailto: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> <mailto:
> 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>
> <mailto: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>>
> > [mailto: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>
> > <mailto: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.com<mailto:raffsxsil...@googlemail.com
> >><mailto:raffsxsil...@googlemail.co<mailto:raffsxsil...@googlemail.co>
> > m <mailto:raffsxsil...@googlemail.com<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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