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Subject: 
Re: Inverse matrix?
Newsgroups: 
lugnet.cad.ray, lugnet.cad
Date: 
Sat, 7 Apr 2007 23:46:27 GMT
Viewed: 
611 times
  
In lugnet.cad.ray, James Reynolds wrote:
Clarification!

.... snip

This way I have a matrix that will rotate any object using a lookat
and up.

I am using additional points to specify the location of feet.
Combined with the model location, I have 3 points for the hip and
feet.  [now the following paragraph should make more sense]

However, I'm trying to use these points to construct a walking
motion so I have at least 3 points for a model all in world
coordinates.  To figure out the rotations of the model's legs I
need to convert these to the model's local coordinates.  To move
the points to local model coordinates I just have to subtract the
model location from all the points.  But now I have to undo the
world rotation.  I'm stumped.  I've tried tons of stuff and I
thought this wouldn't be so hard and quite frankly this math is a
bit over my head.

I'm sure I can do this using "a particular system of linear
equations", but I honestly don't know which.  I've tried many
different things but nothing gets me the results I need.

Does anyone have any ideas?

James

Just take the transpose of the 3x3 world rotation matrix and it should work as
the inverse. Transpose means swap diagonals M[1,2] <=> M[2,1] etc.

If this doesn't work I've misunderstood you.

Tim



Message has 1 Reply:
  Re: Inverse matrix?
 
(...) I mean swap the OFF-diagonals, leave the diagonals as is. (...) (18 years ago, 7-Apr-07, to lugnet.cad.ray, lugnet.cad)

Message is in Reply To:
  Re: Inverse matrix?
 
Clarification! .... snip (...) I am using additional points to specify the location of feet. Combined with the model location, I have 3 points for the hip and feet. [now the following paragraph should make more sense] (...) (18 years ago, 7-Apr-07, to lugnet.cad.ray, lugnet.cad)

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