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 CAD / Ray-Tracing / 2774
  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] (...) (17 years ago, 7-Apr-07, to lugnet.cad.ray, lugnet.cad)
 
  Re: Inverse matrix?
 
(...) 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 (17 years ago, 7-Apr-07, to lugnet.cad.ray, lugnet.cad)
 
  Re: Inverse matrix?
 
(...) I mean swap the OFF-diagonals, leave the diagonals as is. (...) (17 years ago, 7-Apr-07, to lugnet.cad.ray, lugnet.cad)
 
  Re: Inverse matrix?
 
(...) I learned my matrix math from a 3d game programming book and I have no idea what the diagonals are... I was going to look it up but I got Travis' code to work! (URL) might still look it up as I may need to know about it) James (17 years ago, 7-Apr-07, to lugnet.cad.ray, lugnet.cad)
 
  Re: Inverse matrix?  [DAT]
 
(...) Did you mean this: [ 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ] [ 1 5 9 13 2 6 10 14 3 7 11 15 4 8 12 16 ] I have yet to try it. James (17 years ago, 8-Apr-07, to lugnet.cad.ray, lugnet.cad)
 
  Re: Inverse matrix?
 
(...) Well I'll be! That works too! Thanks you guys! James (17 years ago, 8-Apr-07, to lugnet.cad.ray, lugnet.cad)
 
  Re: Inverse matrix?
 
The latest: (URL) (17 years ago, 8-Apr-07, to lugnet.cad.ray, lugnet.cad)

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