There is an entry about matrix resources. Here I want to delve a bit deeper about matrix, especially how we can construct/compose a matrix
I know in maya we have something called bounding box, which is acting like a container for geometry. The bounding box behaves like parallelogram. I tried to created an openGL locator node without defining the proper bounding box. Everytime I hit "F" key to focus the view, It messed up the camera.
a11, a12, a13 to represent the x coordinate
a21, a22, a23 to represent the y coordinate
a31, a32, a33 to represent the z coordinate
a41, a42, a43 to represent offset / translation for each individual axis.
Some on internet said the fourth column represents the perspective foreshortening (Don`t know what that means.)
let`s say, I have a locator node that is the child transform1, and transform1 is the child of transform2. When I alter the position of transform1 and transform2. How do I calculate the locator position?
I really have to learn more about linear algebra.