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Spin on this

Started by cheez_keeper Dec 9, 2000 at 4:41 PM 2 replies 350+ views
Original Post
cheez_keeper
cheez_keeper
I have an avatar roaming about in the world somewhere. He needs to turn on the z-axis... the way i currently do this is apply this matrix to him [ 1 0 0 0] [ 0 1 0 0] [ 0 0 1 0] [-x -y -z 1] to move him back to the origin, then [ cos t sin t 0 0] [-sin t cos t 0 0] [ 0 0 1 0] [ 0 0 0 1] to make ''em spin then the first matrix again to get him back to where he is suppose to be. it has been a few years since i took matrix theroy... but i''m pretty sure there should be a matrix to make him spin in place without having to translate him to the origin... any help here would be great, thanks. Brett Lynnes cheez_keeper@hotmail.com "Ni!" - Knights who say ''Ni!''
Brett Lynnescheez_keeper@hotmail.com
cheez_keeper
cheez_keeper
I thought of that too, but then i would need another matrix multiply to draw the avatars at their correct location, of course that solution is still better than 3 matrix mutliplys to spin it.

Brett Lynnes
cheez_keeper@hotmail.com

"Eecky Eecky Do Zi Wa peng do z waa zzz" - The Knights who no longer say ''Ni''
Brett Lynnescheez_keeper@hotmail.com
cheez_keeper
cheez_keeper
OOoooo OOOoo never mind... i came across the method MutilplyTransform in DX8 and it solved many problems of this genre!!!

Brett Lynnes
cheez_keeper@hotmail.com

"i''m going to bed now, really, i mean it, just right after this." - me, now
Brett Lynnescheez_keeper@hotmail.com

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