Why would a certain mesh be driven by such a strange transformation?

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3 comments, last by _WeirdCat_ 6 years, 2 months ago

I don't understand why the mesh is driven by this matrix.

There are a couple of building meshes that are all driven by these strange-looking matrices.

If not driven by anything, the pivot of all meshes are at 0,0,0 and there are, of course, some offsets from the pivot.

However, they are all messed up altogether, if I transform the mesh eventually, everything is still not going to the right place.

Say the building is 200m x 200m, when multiplied by it, it just moves up a little bit. In my thoughts, I think the matrix should move the mesh a couple of hundreds meters at least. The original mesh vertex coordinates are small anyways. If I transform the vertexes by this tiny matrix first and scale up a lot? What can I do?


	Dumping Mesh68 Matrix
	0.409432    0.346114    -0.844139    0    
2.17292e-005    0.925241    0.379379    0    
0.912341    -0.155348    0.378816    0    
-6.80175e-006    4.49703e-005    -0.000113301    1
	

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First of all change these -e^5 to 0 cause they are really close to zero then make a translation matrix that will move your building that hundred meters away then compare

I don't wanna make wild guesses about the transformations, what I really want to do is to boost somehow the translation part very much...
When I boost that transformation, every other transformation also gets boosted that way, so I get a uniform scaling to every mesh...

 

So you say you transform one object and it affects other object transformation? That means your loop is bugged you could at least post some kind of pseudo code of what are you trying to achieve and what are you doing now

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