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How to rotate model on its axis in simplify 3d
How to rotate model on its axis in simplify 3d










how to rotate model on its axis in simplify 3d

V' is the new translation vector you are looking for that lets you store your transformation in SQT form. Scaling and rotating the origin yields the origin, whe thus get: T(-v)S(-s)T(p)R(-r)(-p) = -v' This especially holds true for origin O: T(-v)S(-s)T(p)R(-r)T(-p)O = T(-v')S(-s)R(-r)O If these matrices are equal, their inverses are equal: T(-v)S(-s)T(p)R(-r)T(-p) = T(-v')S(-s)R(-r)

how to rotate model on its axis in simplify 3d

The only missing parameter is therefore v', your new translation vector: T(p)R(r)T(-p)S(s)T(v) = R(r)S(s)T(v') What you want is new transformation parameters v', r' and s' such that the final matrix transformation is R(r')S(s')T(v') and we have: T(p)R(r)T(-p)S(s)T(v) = R(r')S(s')T(v')īehaviour at infinity indicates that rotation parameters and scaling parameters cannot change (this could be demonstrated). The final matrix transformation is T(p)R(r)T(-p)S(s)T(v) instead of R(r)S(s)T(v). Let s be your scaling parameters and v your translation vector. Let p be the point around which you apply rotation r. Replace the translation vector v with v' = v-invscale(p-invrotate(p)) where v is the initial translation vector, p is the point around which you want the rotation to occur, and invrotate and invscale are the inverses of your rotation and scale. You only need to change T in your SQT form. Question: Given the constraints of my current system described above, how can I achieve a local rotation centered about a point other than the origin? Automatic upvote to anyone who can describe how to do this using only matrices as well :) In one specific case, I need to translate an object in world space, scale it, and rotate it about a vertex not centered at the object's local origin.

how to rotate model on its axis in simplify 3d how to rotate model on its axis in simplify 3d

In this system, translation is applied, then scale, then rotation. So I'm visualizing it as rotating about a vector whose tail is positioned not at the local origin.Īll affine transformations in my rendering / physics engine are stored using SQT (scale, quaternion, translation an idea borrowed from the book Game Engine Architecture.) So I build a matrix each frame from these components and pass it to the vertex shader. I know that you don't say, in 3d space, that you rotate about a point you say you rotate about an axis. I have some models that I want to rotate using quaternions in the normal manner, except instead of rotation about the origin, I want it to be offset slightly.












How to rotate model on its axis in simplify 3d