Matrix tinkering

From DreamsteepWiki

Jump to: navigation, search

DIRECTLY EDIT AN OBJECTS MATRIX IN MEL

$norm = <<1,0,0>>;
$bi = <<0,1,0>> ;
$tan = <<0,0,1>>;
float $pp[];
$pp[0]=1;
$pp[1]=1;
$pp[2]=1;


matrix $m[4][4] = << ($norm.x), ($norm.y), ($norm.z), 0.0;     // X axis
                     ($bi.x),   ($bi.y),   ($bi.z),   0.0;     // Y axis
                     ($tan.x),  ($tan.y),  ($tan.z),  0.0;     // Z axis
                      $pp[0],    $pp[1],     $pp[2],     1.0 >>;  // Position

xform -ws -m ($m[0][0]) ($m[0][1]) ($m[0][2]) ($m[0][3])
             ($m[1][0]) ($m[1][1]) ($m[1][2]) ($m[1][3])
             ($m[2][0]) ($m[2][1]) ($m[2][2]) ($m[2][3])
             ($m[3][0]) ($m[3][1]) ($m[3][2]) ($m[3][3]) pCylinder1;

Personal tools