--- title: "Transform Matrices" url: "https://help.maxon.net/c4d/en-us/Content/html/NET_MAXON_NODE_TRANSFORMMATRIX.html" section_path: "The Node Editor > The individual Assets > Math > Transform Matrices" element_id: "NET_MAXON_NODE_TRANSFORMMATRIX" description: "This page covers the Transform Matrices node of the Scene Nodes system in Cinema 4D. It multiplies matrices to convert between coordinate systems — the …" --- # Transform Matrices > **Note:** **What is it about?** > > This page covers the **Transform Matrices node** of the Scene Nodes system in **Cinema 4D**. It multiplies matrices to convert between coordinate systems — the matrix-level counterpart of Transform Vector. As is described for the [Transform Vector](https://help.maxon.net/c4d/en-us/Content/html/NET_MAXON_NODE_TRANSFORMVECTOR.html.md) Node, local coordinates or directions, for example, can be converted to global vectors when multiplied by a matrix. The same principle also works with matrices. This is, for example, useful if only the local matrices within a given object hierarchy are known. If local matrices are each multiplied by their parent matrix, a global matrix can be calculated. If multiple hierarchical levels have to be bridged, it might be necessary to multiply multiple times with all parent matrices. This is why any number of inputs for matrices can be added to this Node. Note that when multiplying with matrices, the order in which this occurs plays a role. The first, or top-most, input should therefore always be used for the matrix that should be converted.