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3DS - Chunk 4160 -The Translation Matrix

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Hi I'm writing a 3ds parser and I'm a little confused on how the translation matrix is used to calculate the position of the object. I've used the matrix to calculate the proper rotation of the object, but the position in the scene seems way off, I was just hoping someone might be able to point me in the right direction in what to do with the translation portion of this matrix.

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Hmmm looks like I may have to invert the rotation part of the matrix, though even after doing that it's still off.

Perhaps certain axis may need to get switched?

If I discover the answer I will post it here to help others with this problem in the future.

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This topic is 4556 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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