Re: Camera Transformation Matrix

Date : Mon, 23 Apr 2007 11:59:37 +0930
To : XSI(at)Softimage.COM
From : benp <benp(at)rsp.com.au>
Subject : Re: Camera Transformation Matrix
This is the resource i used to create a worldpoint-to-NDC calculator:
http://en.wikipedia.org/wiki/Perspective_transform

hope it helps a little bit!

Abdo Haji-Ali wrote:


A world to screen transform has two components; the transform from world into camera space and the perspective divide. The matrix4 for the camera is held in the camera's transform, pretty much like any other xsi object and you're right, it's the inverse if the camera transform but with Z negated. Don't forget to factor in the object transform.

Sorry, you lost me there :) What do you mean by "factor in the object transform"?



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