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From: Jon Watte <hplus@mi...>  20071005 05:17:30

Tom Plunket wrote: > > what's getting you here. If I'm keeping things straight in my head, > most folks' math libraries assume columnmajor matrices so your > concatenation is backwards (i.e. you may in fact want M * Xa * > inv(M)). > It doesn't help to know whether you have columnmajor or rowmajor matrices, unless you also know whether you have row vectors on the left, or column vectors on the right. In fact, columnmajor with column vectors is the same memory layout as rowmajor with row vectors. http://www.mindcontrol.org/~hplus/graphics/matrixlayout.html Note: You need both memory layout AND vector convention specified to be complete. However, handedness is immaterial to what a matrix looks like, contrary to some popular myth that doesn't seem to want to die. Cheers, / h+   Revenge is the most pointless and damaging of human desires. 
From: Tom Plunket <gamedev@fa...>  20071005 04:16:34

> Referring to your formula, "Xb = inverse(M) * Xa * M" I think this is correct, or nearly so. It depends on your representation of matrices, though, so order of concatenation may be what's getting you here. If I'm keeping things straight in my head, most folks' math libraries assume columnmajor matrices so your concatenation is backwards (i.e. you may in fact want M * Xa * inv(M)). Good luck, tom! 
From: Lim Sin Chian <sin@ga...>  20071005 03:13:05

Josh, Referring to your formula, "Xb = inverse(M) * Xa * M" Shouldn't "inverse(Xa)" be used instead of simply "Xa"? You will also need to be careful about your order of concatenation. Regards, Sin  Original Message  From: "Josh Petrie" <josh.petrie@...> To: "'Game Development Algorithms'" <gdalgorithmslist@...> Sent: Friday, October 05, 2007 10:43 AM Subject: [Algorithms] Transforming Transformation Matrices Hello, I have a collection of transformation matrices representing the animation of some vertices over time. These transformations exist in a particular coordinate space; I need to convert them into a new coordinate space, and I'm having a little trouble deriving the appropriate math. I've called the matrix transforming from the original space (A) to the target space (B) M. The original animation transformation matrix is Xa and the desired transformation matrix (the value I want to find) is Xb. I've got vertices Va and Va' in space A representing the original vertex and the vertex after being transformed by Xa; similarly there are vertices Vb and Vb' in space B. The matrices are all affine maps. My thought process was as follows: Vb * inverse(M) should yield Va. Va * Xa should yield Va'. Va' * M should yield Vb' (since M is affine). Thus, I should be able to get to Vb' from Vb by transforming by Xb, where Xb is Xb = inverse(M) * Xa * M Alas, this doesn't appear to work; my resulting animation is off  rotated 90 degrees about the Y axis (in space B). Is there a glaring flaw in my reasoning that I've missed? Thanks,  jmp  This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ _______________________________________________ GDAlgorithmslist mailing list GDAlgorithmslist@... https://lists.sourceforge.net/lists/listinfo/gdalgorithmslist Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithmslist 
From: Josh Petrie <josh.petrie@gm...>  20071005 02:42:50

Hello, I have a collection of transformation matrices representing the animation of some vertices over time. These transformations exist in a particular coordinate space; I need to convert them into a new coordinate space, and I'm having a little trouble deriving the appropriate math. I've called the matrix transforming from the original space (A) to the target space (B) M. The original animation transformation matrix is Xa and the desired transformation matrix (the value I want to find) is Xb. I've got vertices Va and Va' in space A representing the original vertex and the vertex after being transformed by Xa; similarly there are vertices Vb and Vb' in space B. The matrices are all affine maps. My thought process was as follows: Vb * inverse(M) should yield Va. Va * Xa should yield Va'. Va' * M should yield Vb' (since M is affine). Thus, I should be able to get to Vb' from Vb by transforming by Xb, where Xb is Xb = inverse(M) * Xa * M Alas, this doesn't appear to work; my resulting animation is off  rotated 90 degrees about the Y axis (in space B). Is there a glaring flaw in my reasoning that I've missed? Thanks,  jmp 