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# rotations help

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You might want to have a look at the Milkshape animation code at Real soon now.

Hope this helps!

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I already took a look at that code, but i''m so bad with matrices i can''t really understand how his code works. I''m guessing that he puts the original x,y,z values of each vertex into the matrix and then multiplies by the rotation matrix, but i''m really not sure. It would take me a long while before i could figure out how he did it. I was kinda hoping someone could explain it as simply as possible, maybe with some easy-to-read code...

Thank you for replying anyway, i appreciate it

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Have a read of the articles in the Articles & Resources section of GameDev that deal with rotations and matrices. Some of them are a little heavy and work as great sleeping pills but keep plodding through them. You are trying to do the same thing that matrices do which is a good way to learn about how a rotation matrix works and you are on the right track. That is how I started a few months ago. In the end you will find that you will be using matrices with out even thinking about it once you play with them enough and you will see they are a kind of short hand for what you are trying to do now. Use your favorite search engine to search for articles on using matrices and how they work. A good article on vectors and matrices that starts from the basics can be found on Mark Feldmans site.

[edited by - nfz on September 23, 2003 10:56:42 PM]

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