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
> 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] On Behalf Of Eric Thivierge
> Sent: Monday, August 26, 2013 8:21 PM
> To: 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>> 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!
>
>
>

Reply via email to