Well not quite sure that's what I had in mind. Maybe this is easier ;)

*import* Maya.OpenMaya *as* om
matrix = om.MMatrix() *# has index operator*
*# set matrix elements from sensor data using index operator here*
transformation_matrix = om.MTransformationMatrix(matrix) *# has no index
operator, but has methods for getting rotation*
transformation_matrix.reorderRotation(om.MTransformationMatrix.kZXY) *# or
whatever rotation order you need*
euler_rotation = transformation_matrix.eulerRotation()
z_rotation = euler_rotation.z *# note: this is in radians*
*# do whatever you need to do with z_rotation,*
*# such as create new MEulerRotation and apply*
*# to another transform with MFnTransform.setRotation()*

On Wed, Jul 18, 2012 at 5:37 PM, Justin Israel <[email protected]>wrote:

> Our rigs only move in XY and rotate in Z, so the sensor data has
> information I don't always want to apply. Ultimately I have to map the raw
> sensor data to different axis based on various conditions. I get what you
> are saying so far, and I just wanted to make sure this is the most
> efficient approach:
> 1. Raw data -> MMatrix -> Euler -> Euler.z
> 2. get objects MTransformationMatrix -> euler
> 3. Set objects euler.z = to this euler.z
> 4. MTransMatrix setRotation( updated euler )
>
> I was just doubting myself because of the number of objects and
> conversions and thought there was some better way that I was missing.
>
>
> On Wed, Jul 18, 2012 at 9:12 AM, Adam Mechtley <[email protected]>wrote:
>
>> Hi Justin,
>>
>> I'm not 100% clear on the needs (i.e., why only one axis is desired,
>> which prevents you from using a much cleaner quaternion-based solution),
>> but if you're only wanting to extract rotation about a single axis from a
>> matrix that has rotation about all three axes, then you need to select some
>> decomposition order if you want it as Euler angles (e.g., XYZ, ZXY,
>> etc.)—probably just whatever is being used by the transform you are piping
>> it to. In Maya, there is an MTransformationMatrix constructor that accepts
>> an MMatrix. Thereafter, you can call reorderRotation on the transformation
>> matrix to set your desired decomposition order and simply get its
>> eulerRotation.
>>
>> Sorry if I missed what you need to do a bit, but hopefully there's
>> something helpful here
>>
>>
>> On Tue, Jul 17, 2012 at 5:15 PM, Justin Israel <[email protected]>wrote:
>>
>>> Hey all.
>>>
>>> My current project right now has an aspect which is not my forté.
>>> Hopefully you guys with strong matrix manipulation skills can advise the
>>> "pipeline" guy...
>>> I'm dev'ing a library that reads and delivers Kinect sensor data to
>>> Maya. The joint orientation data is delivered as 3x3 rotation matrices. As
>>> of now to get the concept working, I am converting them to Euler on the
>>> library side (via 
>>> cgkit<http://cgkit.sourceforge.net/doc2/mat3.html#mat3.toEulerXYZ>),
>>> and then piping them into maya over my socket. Within Maya, for this
>>> specific example, I am just interested in applying the rotZ to my
>>> component. And I am doing that very basically right now with a rotate
>>> command to see live results.
>>>
>>> What I would like to do is just send my 3x3 rotation matrix in its raw
>>> form and apply the rotZ via the API to the rotation of the transform. I
>>> will always be applying transformations by discrete axis (usually I only
>>> care about rz, and for translation I only care about tx/ty).
>>>
>>> Can someone give me a quick workflow suggestion of 3x3 rotation matrix
>>> -> add rz to QTransformationMatrix ?
>>> I know I will need to pad it out to 4x4, and create an MMatrix, but once
>>> I have that I am pretty weak on the concept of the matrix operations.
>>>
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