NEW IN R20

Cinema 4D Prime Material Manager Material Nodes Individual Assets Math
Function available in CINEMA 4D Prime, Visualize, Broadcast, Studio & BodyPaint 3D

Transform Vector

Preview Basic Inputs Outputs

Transform Vector

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.