1.方法介绍
(1)Matrix3 GetNodeTM(TimeValue t, Interval* valid = NULL)
函数解释:
This method returns the world space transformation matrix of the node at the specified time.
这个方法返回节点在指定时间的世界变换矩阵。
This matrix contains its parents transformation.
这个矩阵包含它父节点的变换矩阵。
This matrix does not include the object-offset transformation, or any world space modifier (Space Warp) affects.
这个矩阵不包含对象的偏移矩阵或其他时间空间修改器的影响。
If you select a single node and change the reference coordinate system to 'Local', you'll see the node's axes tripod displayed.
如果你选择了一个节点,并且把它的坐标系统转换为本地坐标,你会看到节点的坐标轴。
This tripod graphically depicts the nodes transformation matrix.
这个坐标轴用图形的方式表示了节点的变换矩阵。
The Node TM may be considered the world space transformation as far as kinematics is concerned.
从运动学的角度看,节点的transform就是世界空间transform。
This is almost the complete world space transformation as far as the geometry of the object is concerned, except it does not include the object-offset transformation.
除了节点的transform不包含对象偏移矩阵之外,节点的transform可以看做是对象在时间空间的变换矩阵。
See the method INode::GetObjectTM() for the complete world space transformation of the geometry of the object.
要获取对象完整的世界空间变换矩阵请看方法GetObjectTM().
The Node TM is inherited.
节点的transform是继承的。
When a node asks to retrieve its parents TM, it gets its parents Node TM.
节点可以获取父节点的node transform。
It does not get its parents Object TM.
它无法获取父节点的对象transform。
The object-offset transformation is not inherited.
这个方法返回节点在指定时间的世界变换矩阵。
This matrix contains its parents transformation.
这个矩阵包含它父节点的变换矩阵。
This matrix does not include the object-offset transformation, or any world space modifier (Space Warp) affects.
这个矩阵不包含对象的偏移矩阵或其他时间空间修改器的影响。
If you select a single node and change the reference coordinate system to 'Local', you'll see the node's axes tripod displayed.
如果你选择了一个节点,并且把它的坐标系统转换为本地坐标,你会看到节点的坐标轴。
This tripod graphically depicts the nodes transformation matrix.
这个坐标轴用图形的方式表示了节点的变换矩阵。
The Node TM may be considered the world space transformation as far as kinematics is concerned.
从运动学的角度看,节点的transform就是世界空间transform。
This is almost the complete world space transformation as far as the geometry of the object is concerned, except it does not include the object-offset transformation.
除了节点的transform不包含对象偏移矩阵之外,节点的transform可以看做是对象在时间空间的变换矩阵。
See the method INode::GetObjectTM() for the complete world space transformation of the geometry of the object.
要获取对象完整的世界空间变换矩阵请看方法GetObjectTM().
The Node TM is inherited.
节点的transform是继承的。
When a node asks to retrieve its parents TM, it gets its parents Node TM.
节点可以获取父节点的node transform。
It does not get its parents Object TM.
它无法获取父节点的对象transform。
The object-offset transformation is not inherited.

本文介绍了3DS Max中NodeTM和ObjectTM的区别与作用。NodeTM表示节点的世界空间变换矩阵,包含了父节点的变换但不包括对象偏移。而ObjectTM是对象需要乘以的矩阵以转换到世界空间,它会受到NodeTM和对象偏移的影响。ObjectTM在不同场景下有不同的计算方式,例如在绘制和碰撞检测中起到关键作用。INode没有提供设置ObjectTM的接口,但可以通过SetNodeTM间接设置。
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