But it seems that the matrix in maya is not exactly build the same way. If you have a link to doc, or an explanation it would be wonderful! I need this to update a plugin for an other soft, that send info to Maya and Blender.
In the meantime I have tested all the value and made my own data-sheet. cf picture
The red values are the place where something’s missing.
Below the sheet, there is some picture of my attemps, sorry I write them in french.
some random value and the matrix coresponding
when I change values around the X axes, the value in matrix change except on the X line, it is what I expect.
when I change the values around Y axes, all the value change even in the Y line of the matrix, wich is weird.
Then when I change the value around Z axes, the value of X and Y lines changes in the matrix, and the first to value of the Z line is changing too.
I am probably missing something, since I don’t really know coding or python, so If you can help me or point into a direction, I would be very grateful !!!
Try starting from zeroed rotations and changing Z then Y then X in that order. Makes a bit more sense, right? Order matters for this. If you turned left then walked forward, you’d end up in a different place than if you walked forward then turned left.
Here’s something to try: Make 3 locators, and name them “X”, “Y”, and “Z”
Now parent them so that Z is the parent of Y which is the parent of X.
Now try rotating these objects. But for the X object, you can only change the x value, the Y object only the y value, and the Z object only the z value. This is a good illustration of what’s happening.
Sorry, gotta be nit-picky here. The total of the squares of all the values in the vector == scale squared. It’s the Pythagorean theorem.
Ok thanks, it’s a lot of very helpful informations. Even if i’m not near to solve my problem, all the informations are very interesting.
Ok very interesting, and it explain why the euler values in channel box are not suited to build the matrix. It help me to understand how everything is functionning.
Ok. I realise that I forget to say that I’m looking for the World Matrices of my object.
I’m going to dig deeper on my own with those new informations, and then maybe I’ll be back to ask you some more questions.