I quickly threw together a mini faq on matrix maths (this is not indepth just a fast read thru) and still would like to add to it, sort out things that are unclear (or wrong).
dejawolf might do a nicer version of it with proper illustration and not the lacking ascii art.
Give it a try and please give me feedback
http://www.cs.uni-magdeburg.de/~kubisch/docs/matrixqfaq.txt
It should help you getting an idea of what it is, does, and whenever you stumble about it in mel or maxscript or whatever, that you as artist have some kind of knowledge about it.
I would like not to blow it up too much, however I remember a discussion about a tutorial for artists on shaders, and that would involve vector/matrix math as well...
If you really want to know more maths behind it I suggest this
http://skal.planet-d.net/demo/matrixfaq.htm
Replies
I disagree on the hierarchy depth of the skeleton, since hierarchies are usually handled recursively each bone matrix would be computated only once and would require only one multiplication (local matrix multiplied with parent matrix) to do so. The root bone would still have its local matrix multiplied with the object's matrix so each bone should have constant time for computing the matrix regardless of hierarchy shape.
And you missed the third column in
<font class="small">Code:</font><hr /><pre>1 0 0 a 1 0 -a
0 1 0 b becomes 0 1 -b
0 0 1 c 0 0 -c</pre><hr />
and mop you are right, a well illustrated paper should be done, especially as it could be done very well... will see if I can find more time for it. But considering it's for artists, the lack of colors and images is kinda striking
When you dont think of them running as animation and being all updated every time, it makes sense to only recompute the branch that is affected, and not the whole tree. Most scenegraphs will work like this.
However as most artists probably deal with fullbody animations and dont go overboard with too complex skeletons (for the sake of usability) this hardly ever is a problem. Cause then as you said, we hardly ever have partial updates and will just fly over all anyway.
edit:
I updated the faq accordingly
That's another matrix operation. It's done by the API (and probably in the GPU) but it's another matrix op.
http://www.cg-academy.net/pages/topic_ma...advanced_01.php
I'm going through it now and highly recommend it.