Hello @yaya,

`matrixB = myObject->GetAbsPos() * matrixA;`

First of all, `BaseObject::GetAbsPos`

returns a `Vector`

, which in turn makes your calculation at least implicitly wrong, since you call the result `matrixB`

, implying that it is a matrix. But the product of a matrix *M* and a vector *p* is the vector *p'* transformed by *M*. There is also the fact that order matters in the C++ SDK, i.e., you are forced to write expressions in the canonical matrix-first order (in Python you are not restricted in such fashion, because Python handles operator overloading differently).

```
Vector p; Matrix M;
// Valid expression since Mat3 has an operator overload for M * p
Vector q = M * p;
// Invalid expression since Vec3 does not have an operator overload for p * M
Vector r = p * M;
```

It might also be noteworthy that `Matrix`

and `Vector`

are only aliases originating from our classic API. The types have been replaced by a more versatile templated model of the atomic arithmetic types. `Vector`

is just a `typedef`

for `maxon::Vec3<maxon::Float64, 1>`

and `Matrix`

for `maxon::Mat3<maxon::Vector64>`

. You can find the relevant template descriptions in the Mat3< V > Struct Template and Vec3< T, STRIDE > Struct Template references.

Cheers,

Ferdinand