Matrix tinkering
From DreamsteepWiki
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;

