Thank you, sir. It was exactly the explanation I was looking for. Pls, do more videos about this :)
@unknownguy2829
3 жыл бұрын
thanks for great explanation
@sudiptoparua1757
2 жыл бұрын
Great Video Very imformative
@Ruyanisme
5 жыл бұрын
Superb explanation!
@kim_pro
4 жыл бұрын
Thanks for the great video!
@notusingmyname4791
7 ай бұрын
ok but why is the output from the multiplied matix in the multMatrix node called matrixSum? aren't sums the result of addition and products the result of multiplication?
@TheCaptainFusion
7 ай бұрын
Yea that's very confusing. In Maya, the multMatrix tool multiplies matrices. The output, matrixSum, shows what happens when you multiply two matrices and connect them to matrixIn[0] and matrixIn[1] in the multMatrix tool. It basically combines their effects. In simple terms, think of matrixSum in the multMatrix node as the combined transformation result. It's crucial for handling complex changes in Maya, making it easier to apply these transformations to objects or parts seamlessly.
@morin6661
3 жыл бұрын
in search of gold, I found diamond ;)
@samleheny1429
6 жыл бұрын
I don't understand. If the parent object were at x=5 and the child object were also at x=5, than the child's world X coordinate would be 10. But that's what we get by adding the parent world matrix and child local matrix, not multiplying them. If we combine a parent world matrix of 5, 0, 0 with a child local matrix of 5, 0, 0, how do we end up with 10, 0, 0 and not 25, 0, 0?
@TechnoOwl5
6 жыл бұрын
Matrix multiplication does end up with 10 in your example, because each item in the row of the first matrix is multiplied by each item in the column of the second matrix and added together. So, the x value units of the parent object are not directly multiplied by the x value units of the child object, but by the other elements in the overall transformation matrix (in this case the scale values, represented by the top left to bottom right diagonal of the 4x4 matrix) to ultimately add together to make the child's x-coordinate 10 in world space.
@rale1895
6 жыл бұрын
*it is beyond my comprehension why the scale components of the matrix would change by rotation.
@austinbroder662
5 жыл бұрын
SAME. Can anyone explain?
@TantawyAhmad
5 жыл бұрын
@Ed Arthur Thanks :)
@wesk4646
5 жыл бұрын
yo r u the guy from ziva? ^^ Rly cool video thx a lot !!
@TheCaptainFusion
5 жыл бұрын
Nope, I wish!
@wesk4646
5 жыл бұрын
@@TheCaptainFusion ok lol but I already saw you somewhere xD
@rahulbisht396
5 жыл бұрын
what if i rotate a object then freeze transform it and delete history is it possible to get is rotation degree
@gfixler
3 жыл бұрын
I know I'm a year late seeing this comment, but perhaps it's still useful, even if only to others who happen by. When you rotate a mesh and freeze transforms, 2 things happen. For one, the local space values (look in the Attribute Editor on the transform under the Local Space section) change from all 0 values to values that represent where the object is in space - they'll change match the World Space values in the section just below. When you move the transform now, you'll be affecting the World Space values, but not the Local Space values. You'd be able to use the two of these to figure out the rotation again. Also of interest: before you freeze, select some CVs from the object and click "CVs (click to show)" in the Channel Box; you'll see they're all 0 values, as usual. After you freeze, the values will change. Freezing transforms doesn't get rid of the information; it moves it into the CVs in the shape, and into the Local Space pivots in the transform.
@ptf42069
7 жыл бұрын
what does the fourth column stand for?
@Typhh
6 жыл бұрын
its not really used in 3d. its the homogenous co-ordinates (w axis) which are used for projection mapping
@karlpetersson4251
4 жыл бұрын
0:44 The order of the multiplications should be reversed. Matrix multiplications are non-commutative.
@ruchamuley3014
4 жыл бұрын
His equation is correct. You'd multiply both sides of the top equation by inverse of the parent world matrix and that would yield "Local matrix of child * identity matrix = world matrix of child *inverse of parent world matrix*. And since identity matrix is basically giving you the equivalent of multiplying by 1, we get the equation for local matrix of child.
@theeternal6890
2 жыл бұрын
*The title goes parallel with Matrix movie which is inspired from Maya(Part of Concept of reality in Hinduism).*
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