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### #ActualSynthetix

Posted 02 July 2012 - 09:45 PM

"Forward" should modify a direction vector in local coordinates, which can then be transformed by the rotation matrix to generate the approprite translation vector.

Thanks. I tried that, but now the scene only rotates around the origin (0,0,0). Actually, this gives the same result as pre-multiplying the rotation/translation matrices.

Let me just confirm: the "eye point" is the X,Y (assuming Z-up) coordinates of the camera, looking down, correct? And the "look at" point, or the camera's orientation, is the eye point vector multiplied by the rotation matrix, yes?

I'm sorry I can't be more helpful. I am really having a hard time grasping this.

### #3Synthetix

Posted 02 July 2012 - 09:45 PM

"Forward" should modify a direction vector in local coordinates, which can then be transformed by the rotation matrix to generate the approprite translation vector.

Thanks. I tried that, but now the scene only rotates around the origin (0,0,0). Actually, this gives the same result as pre-multiplying the rotation/translation matrices.

Let me just confirm: the "eye point" is the X,Y (assuming Z-up) coordinates of the camera, looking down, correct? And the "look at" point, or the camera's orientation, is the eye point multiplied by the rotation matrix, yes?

I'm sorry I can't be more helpful. I am really having a hard time grasping this.

### #2Synthetix

Posted 02 July 2012 - 09:43 PM

"Forward" should modify a direction vector in local coordinates, which can then be transformed by the rotation matrix to generate the approprite translation vector.

Thanks. I tried that, but now the scene only rotates around the origin (0,0,0). Actually, this gives the same result as pre-multiplying the rotation/translation matrices.

Let me just confirm: the "eye point" is the X,Y (assuming Z-up) coordinates of the camera, looking down, correct? And the "look at" point, or the camera's orientation, is the eye point transformed by the rotation matrix, yes?

I'm sorry I can't be more helpful. I am really having a hard time grasping this.

### #1Synthetix

Posted 02 July 2012 - 09:20 PM

"Forward" should modify a direction vector in local coordinates, which can then be transformed by the rotation matrix to generate the approprite translation vector.

Thanks. I tried that, but now the scene only rotates around the origin (0,0,0). Actually, this gives the same result as pre-multiplying the rotation/translation matrices.

I'm sorry I can't be more helpful. I am really having a hard time grasping this.

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