Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 1 01-03-2012 , 03:58 PM
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Join Date: Mar 2012
Posts: 1

Rotation Matrix from transform, rotation, and pivot

Hi all,

I have a problem where i trying to develope a rotation matrix knowing a objects transform (x,y,z), rotation (x,y,z) world pivot (x,y,z). i think key is to figure out theta from rotation (x,y,z), but don't know. This might be a basic algebra question, but i'm trying to do it in maya. Thanks for any help.

Do i do it like theta = tan-1 (-z/sqrt(x^2+y^2)) from xyz of rotation and go from there?


# 2 01-03-2012 , 04:07 PM
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Technical Director
Join Date: Feb 2004
Posts: 2,988
Hi devthep, you mean like an OpenGL rotation matrix?

You can get the transformation matrix of an object by running the following:

xform -q -m `ls -sl`;
This will give you a standard 4x4 matrix. If the object is at the origin, and has not been modified, it returns the 0-1 identity matrix. You can then decompose it to find the rotation matrix.

You can also do the following in python:

Imagination is more important than knowledge.

Last edited by NextDesign; 01-03-2012 at 04:17 PM.
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