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xeltar

Milkshape Matrix oddities

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Recently I''ve been reading Milkshape skeletal animation tutorials; the only one that I''ve found that actually goes into any real detail is the one on rsn.gamedev.net. I''ve also been reading "OpenGL Game Programming". Both of these sources are linked with gamedev.net, but rsn seems to use different matrix types for translation and rotation. Specifically, rsn uses the 13th, 14th, and 15th positions in a 4x4 matrix to hold translation data, whilst the book (and every other resource I''ve seen) uses the 4th, 8th, and 12th positions. Is this a milkshape oddity, or what? Thanks in advance.

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Guest Anonymous Poster
depending on how you represent your vertices, as columns or rows, your matrices are transposed (rows and columns flipped).

vertices as
[x
y
z]
use a transposed matrix from
[x y z]

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