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    <title>topic Transform node question... in Maya Programming Forum</title>
    <link>https://forums.autodesk.com/t5/maya-programming-forum/transform-node-question/m-p/5898162#M13621</link>
    <description>&lt;P&gt;Hi,&lt;/P&gt;
&lt;P&gt;I am trying to understrand the transformation matrices used in "transform" node. According to maya docs, the final transformation is :&lt;/P&gt;
&lt;PRE&gt;matrix = SP(-1) * S * SH * SP * ST * RP(-1) * RA * R * RP * RT * T&lt;/PRE&gt;
&lt;P&gt;I know it's a row major, so if we use a fixed frame logic (i.e. fixing world coordinates and actively transform objects), we can read the matrix from left to right (i.e. post multiplication) as : scale pivot inverse translation SP(-1), then scale S , then shear SH, then going back to the same pivot point...&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;My question: I don't understand why we need&lt;/P&gt;
&lt;P&gt;(1) scale pivot correction ST (SP-1 cancels SP, so why need ST? getAttr transform.spt&amp;nbsp;always &amp;nbsp;returns 0 0 0 )&lt;/P&gt;
&lt;P&gt;(2) rotation pivot correction RT, (as above RP-1 then RP, why need RT) and&lt;/P&gt;
&lt;P&gt;(3) RA&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Can anyone provide a case where ST/RT/RA are needed? Is there any document/pdf/papers that explain the needed for these three matrices? I found lots of resources on transformation matrices but could not find any these docs that explain any possible need for these matrices...&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Thanks in advance,&lt;/P&gt;</description>
    <pubDate>Fri, 01 Jan 2016 15:38:04 GMT</pubDate>
    <dc:creator>Anonymous</dc:creator>
    <dc:date>2016-01-01T15:38:04Z</dc:date>
    <item>
      <title>Transform node question...</title>
      <link>https://forums.autodesk.com/t5/maya-programming-forum/transform-node-question/m-p/5898162#M13621</link>
      <description>&lt;P&gt;Hi,&lt;/P&gt;
&lt;P&gt;I am trying to understrand the transformation matrices used in "transform" node. According to maya docs, the final transformation is :&lt;/P&gt;
&lt;PRE&gt;matrix = SP(-1) * S * SH * SP * ST * RP(-1) * RA * R * RP * RT * T&lt;/PRE&gt;
&lt;P&gt;I know it's a row major, so if we use a fixed frame logic (i.e. fixing world coordinates and actively transform objects), we can read the matrix from left to right (i.e. post multiplication) as : scale pivot inverse translation SP(-1), then scale S , then shear SH, then going back to the same pivot point...&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;My question: I don't understand why we need&lt;/P&gt;
&lt;P&gt;(1) scale pivot correction ST (SP-1 cancels SP, so why need ST? getAttr transform.spt&amp;nbsp;always &amp;nbsp;returns 0 0 0 )&lt;/P&gt;
&lt;P&gt;(2) rotation pivot correction RT, (as above RP-1 then RP, why need RT) and&lt;/P&gt;
&lt;P&gt;(3) RA&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Can anyone provide a case where ST/RT/RA are needed? Is there any document/pdf/papers that explain the needed for these three matrices? I found lots of resources on transformation matrices but could not find any these docs that explain any possible need for these matrices...&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Thanks in advance,&lt;/P&gt;</description>
      <pubDate>Fri, 01 Jan 2016 15:38:04 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/maya-programming-forum/transform-node-question/m-p/5898162#M13621</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2016-01-01T15:38:04Z</dc:date>
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