Coord
A normal matrix within Cinema 4D contains four vectors, for the position as well as the three axis directions on an object.
Via the Coordinates rubric of the object-creating nodes, additional parameters are offered, which allow e.g. the rotation of a matrix via angles or also the skewing of a matrix.
The following vectors are available to define a matrix:
- Matrix.P: This is the position vector of the matrix, also called offset. This is used to specify the position of the axis system.
- Matrix.R: These three values indicate the rotation of the matrix. The matrix can thus be rotated around the X, Y and Z axis directions via this rotation vector. The axis lengths remain the same and also the usual 90° angles between the axes remain. The matrix is therefore not distorted, but only rotated. You set the order in which the angles are transferred to the matrix under "Matrix.Order".
- Matrix.S: This vector specifies the length of the three axis directions. The normal size of a matrix corresponds to the scale vector 1,1,1. The length of all three axes is therefore one unit each. Values deviating from this result in a compression or stretching of the geometry in the corresponding axis direction. Note that a scaling of the axes is also transferred to subordinate objects and can also lead to distortions of the geometry there.
- Matrix.Sh: Here you specify the three angles of a Shear vector. This involves the rotation of individual matrix axes, leaving the remaining axes unaffected. The normal alignment of the axes in a 90° angle to the neighboring axis directions is thus canceled here, which leads to a skewing of the geometry. The first rotation angle tilts the Y-axis in the direction of the X-axis. The second value rotates the Z-axis of the matrix towards the X-axis and the third value rotates the Z-axis in the direction of the Y-axis direction.
