Camera Transformations |
Transformations applied before WorldBegin establish the spatial relationship of the world relative to the camera. Rib files produced by mtor make a call to a ConcatTransform statement. The statement specifies a transformation matrix of 16 values. The following example has been reformatted to more clearly show the 4 by 4 matrix of values. ConcatTransform [ 0.707 -0.331 -0.625 0.0 0.0 0.884 -0.469 0.0 -0.707 -0.331 -0.625 0.0 0.0 0.0 44.822 1.0 ]
Although it is not obvious this matrix inverts the z-axis of the world
so that its coordinate system conforms to Maya's right hand coordinate system.
Fortunately, RenderMan provides more human-friendly statements for specifying
the same information.
Although the renderer "reads" the transformations in the order in
which they appear the effect they have may be considered to be the
result of the renderer applying the transformations in reverse sequence.
Figures 1 to 5 illustrate how the transformations are applied to
the coordinate system of the world.
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figure 1 - active (left hand) coordinate system |
f i r s t t r a n s f o r m a t i o n
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s e c o n d t r a n s f o r m a t i o n
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t h i r d t r a n s f o r m a t i o n
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l a s t t r a n s f o r m a t i o n
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After the transformations have been applied the active, or current, coordinate system is that of the world - figure 6. Subsequent transformations occuring within the world block are applied relative to the world coordinate system. |
figure 6 - active world (right hand) coordinate system |
© 2002-7 Malcolm Kesson. All rights reserved.