Ownwe Matrix

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Ownwe Matrix // Archive: Tech Forum

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Post by Wigand // Feb 25, 2007, 8:45am

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Could someone explain me, what owner matrix means?


(Sorry, I just saw that in the title I wrote owner in a wrong way)

Post by prodigy // Feb 25, 2007, 8:58am

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Means if you buy the trilogy of matrix on blockbuster you are the owner.. :D

Post by Wigand // Feb 25, 2007, 9:04am

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Very helpfull. :(


You really don't know prodigy what owner matrix in TS means?

How long do you work with TS and do not know these easy things?

Don' you read your manual? :p



(I am owner of all three matrix movies as DVD)

Post by prodigy // Feb 25, 2007, 9:11am

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1) Then you are the owner matrix


Far as i know i heard about owner matrix on mpg2 compresion..


Let me see what can i found..


I work with truespace from the 5.1 i dont remember the year.. 1999 maybe.. i dont know..

Post by prodigy // Feb 25, 2007, 9:13am

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Read that.. maybe trueblue know better about the owner matrix if you are talking about this..


http://forums1.caligari.com/truespace/showthread.php?t=1655

Post by Wigand // Feb 25, 2007, 9:55am

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When I looked for owner matrix I found this thread too.

Maybe trueblue read this and could answer me

Post by Norm // Feb 25, 2007, 10:24am

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The OwnerMatrix connector is used to connect one object to another. It is sort of like gluing in a Parent / Child heir. The child object is governed by its OwnerMatrix. Once you make the connection, the child object's Matrix numbers are working off the Object Matrix connector values. If you move the Parent object, the child object moves as well.
HTH

Post by Wigand // Feb 25, 2007, 10:31am

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Thank you Norm.


I am still looking for a possibility to let my sun shine on my object.

Maybe owner matrix could be the answer.

Just now, I have difficulities to let the light "look at" my object.

In modeler it works fine, but not in player. What can I do?

Post by Wigand // Feb 25, 2007, 10:36am

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Thank you Norm.


I am still looking for a possibility to let my sun shine on my object.

Maybe owner matrix could be the answer.

Just now, I have difficulities to let the light "look at" my object.

In modeler it works fine, but not in player. What can I do?


Oh, I see I have to "look at" in the player again. It's not enough to do

it in modeler mode. Isn't that a bug ? :confused:

Post by trueBlue // Feb 25, 2007, 11:56am

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Thank you Norm.

I am still looking for a possibility to let my sun shine on my object.
Maybe owner matrix could be the answer.
Just now, I have difficulities to let the light "look at" my object.
In modeler it works fine, but not in player. What can I do?
Have you tried Dele's Super Look at Script?
http://forums1.caligari.com/truespace/showthread.php?t=1559 (http://forums1.caligari.com/truespace/showthread.php?t=1559)

Post by trueBlue // Feb 25, 2007, 12:08pm

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When I looked for owner matrix I found this thread too.
Maybe trueblue read this and could answer me
With that camera I used a dummy object (cube) and 3D Encapsulated both of them together. I exposed the OwnerMatrix so that you could offset the axis of the Camera. The (dummy object/cube/axis) is workaround to make an axis for the camera. Doing this also was a way to move/rotate the camera with the Object Navigation Widget instead of using the Camera Widget.

Post by TomG // Feb 26, 2007, 3:28am

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Total Posts: 3397
These are the translation, rotation and scaling settings of the object that owns this object.


Lets say you have two cubes glued together. Each cube has its own translaton, rotation and scaling inside the group. You can select one cube, and do any of those things to it, and the other cube is unaffected.


At the same time, you can select the whole group and rotate, move or scale it, which will affect both cubes.


This means you have two sets of rotation, translation and scaling data. One belongs to the individual cube, and one belongs to the group. The data belonging to the group is the "Owner Matrix" data.


So it is a way of passing this type of information into an object, to give it the final position, size and rotation that it will take in 3D space.


Note that the Matrix is the input for the object itself.


HTH!

Tom
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