Here’s a way I use sometimes to create a dynamic ‘readonly’ parameter struct
noel20: hey Denis, i used that way and solved the problem but there is a thing confuse me. How could ‘This’ be an instance of the main struct? You d…
Oh, sorry. I missunderstood you. So I’m right… and it’s a extrange behavior, not mentioned in the maxscript help (all it says is “All the transform op…
denisT: rotate and scale node are both about pivot in the world coord sys by default It seems that’s true in any ‘coordsys’. The way to take into…
Thanks DenisT. That’s what I’ve learned in my tests… Can you please confirm (or not) that rotating and scaling for nodes is always about their pivot? …
As I can see, it’s simpler than that: tm = (matrix3 [1,0,0] [0,1,0] [0,0,1] [10,10,0]) q = (AngleAxis 45 [1,0,0]) as quat rotate tm (inver…
Thanks for sharing.
That is. Or three negative scales the same than one negative scale plus a rotation. More than this, you can put the negative scale in any of the three…
“For the scaling part without its sign, you can just find the length of the three matrix rows: scaleX = length matrix3.Row1 scaleY = length matrix3.Ro…
It’s worse than that, Jorge. We can’t rely nor in the scale (its sign), nor in rotation. The only truth is that their combination gives the same res…
Mekamea: Surely there has gotta be a way xD There isn’t.
aaandres: SpectralDecomp: gives good sign for scale, but bad values for both scale and rotation. With ‘bad values’ I mean that they don’t match at …
After some searching and tests… The 3dsMax SDK gives at least 3 matrix decomposing methods: DecomposeMatrix, SpectralDecomp and DecompAffine. Decomp…
I’m not sure there’s a way to do it… I’m working these days in a Geometry3D API in C# and I’m just right now with matrix decomposing. As I have read, …