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| | Re: Inverse matrix?
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| (...) The inverse of <1,0,0,0,1,0,0,0,1,0,0,0> is itself. To compute the inverse of a general 3x3 matrix (essentially what you need to do) is rather complicated. You could do it in a macro using Gaussian elimination [1]. Tim [1] (URL) (18 years ago, 7-Apr-07, to lugnet.cad.ray, lugnet.cad)
| | | | Inverse matrix?
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| Does anyone know how to generate an inverse matrix. By inverse I mean it will undo the rotation of the original matrix. I thought the inverse of <1,0,0,0,1,0,0,0,1,0,0,0> was <-1,0,0,0,-1,0,0,0,-1,0,0,0>. In other words, multiply every value by -1. (...) (18 years ago, 7-Apr-07, to lugnet.cad.ray, lugnet.cad)
| | | | Re: A question about an animation scene
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| (...) You are not specifying a custom clock value so your spline lasts from frames 1 to 121. You actually want to specify a custom clock value. Something like this: animate_by_spline (east_to_south, auto_banking (0) + spline_clock ( ..... ) )} The (...) (18 years ago, 6-Apr-07, to lugnet.cad.ray)
| | | | Re: A question about an animation scene
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| (...) --snip-- (...) Hi Eduardo, The spline macro would be useful too ;) Tim (18 years ago, 4-Apr-07, to lugnet.cad.ray)
| | | | A question about an animation scene
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| I have made a scene where a car follows a spline this is the main co ---...--- object { car_dot_dat matrix <0,0,1,0,1,0,-1,0,0,0,0,0> #if (version >= 3.1) material #else texture #end { Color7 } //translate<-960,-24,1860> rotate -90*y (...) (18 years ago, 4-Apr-07, to lugnet.cad.ray)
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