Transform Vector
This page describes the Transform Vector node of the Scene Nodes system in Cinema 4D. It converts position and direction vectors between local and global space via matrix multiplication — a cornerstone of coordinate math.
There are two types of vectors that can be calculated – a position vector and a direction vector. The position vector starts at the origin of a coordinate system (for point coordinated, for example, at the origin of the object axis system) and its components define how far the point lies from this axis system.
A direction vector has no start or end point – it only defines a direction. Seen from the outside, it's not immediately obvious what the respective vector does, i.e., if it defines a position or a direction. Therefore, when modifying vectors, it's important to make sure which vector type you're dealing with. This applies in particular when a vector is multiplied by a matrix. This is always necessary when converting local coordinates to global and vice-versa.
If a local point coordinate (position vector) should be multiplied by an object's matrix a global position for the point will result. If we want to multiply a local direction vector, e.g., the X axis direction of a local coordinate system, i.e., the vector (1, 0, 0), with the object's matrix but the global direction of the X axis should be output and not a position in space. This is why the Node makes it possible to select which calculation should be used.
