3DS - Chunk 4160 -The Translation Matrix

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2 comments, last by Dancin_Fool 18 years, 10 months ago
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.
I probably can't help you much, I did try to get the 3ds animation working myself, but failed. Well here are some resourses I found maybe they can be a little help for you:

http://www.gamedev.net/community/forums/topic.asp?topic_id=304153


http://www.gamedev.net/community/forums/topic.asp?topic_id=251965


http://www.jalix.org/ressources/graphics/3DS/_unofficials/3ds-info.txt

http://www.enlight.ru:8004/faq3d/articles/75.htm

http://www.gamedev.net/community/forums/topic.asp?topic_id=33592&forum_id=11&gforum_id=

http://www.whisqu.se/per/docs/graphics56.htm

http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10643

http://sourceforge.net/mailarchive/forum.php?forum_id=5465&max_rows=25&style=nested&viewmonth=200407

http://www.matarese.org/~NoHands/website/doc/html/3ds_8cpp-source.html





Thank you very much I will take a look at these :)

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