Object

Op Input

Here you can connect the geometry to which you want to assign a new matrix. The geometry will then behave as if it were placed under a second axis system. This geometry's behavior relative to the matrix can be defined using the Node's Transformation option.

Matrix

Within the Cinema 4D environment, the matrix reflects an axis system and therefore consists of information relating to the position, size and rotation of the axis directions. Here, you can pass external information to the Matrix Op Node via a Compose Matrix Node, for example, or you can use the input fields directly for position (Matrix . P), size (Matrix . S) and rotation (Matrix . R) and shear (Matrix.Sh in the Attribute Manager.

Matrix . Order

Here you can define the order in which the matrix rotation should be evaluated. Depending on the order of the evaluation, different positions for the matrix can result for otherwise identical angles. These selection possibilities reflect those of the Order settings for objects in the Attribute Manager's Coordinates menu.

Local Transformation

If this option is enabled, the matrix will ignore any existing parent geometry (or its matrix). This means, for example, that the geometry will rotate around its own axis – as a rule it lies at the geometry's center of gravity – and not around the axes of a parent object.

If this option is disabled, the matrix will be applied relative to a parent geometry.

Outputs

Op Output

Here you will find the geometry modified by the matrix manipulation, including any existing Child objects.