MatrixFrame orienentation matrix?

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Can someone explain the orientation matrix? I got things to work experimentally and by copying taleworlds code and modifying it slightly, Still dont understand some things.

MatrixFrame.orgin.x or y or z are pretty straight forward.

But how do the other 3 orienation vectors work? (f, u and s) with their own XYZ's

I thought all you needed to describe the 6DOF of an object is xyz and f,u,s angles in a specified local or global CSYS, but why is it a 3x3 matrix in BL? Can someone / dev please elaborate how MatrixFrame and Mat3 works?

Thanks!
 
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