Points in local and global coordinates [SOLVED]

  • On 24/11/2014 at 17:09, xxxxxxxx wrote:

    I am confused as to how some of this works. I've read the documentation, tried to implement it, and I just can't seem to get it to work. I read up on how to do the math on matrices, however, I am a bit lost.
    I've looked into numPy but I currently don't have it.. and I would rather not use something that would have to be installed on every machine just to use this particular code.

    Here's the rundown.
    In the documentation it says:

    What if you have a position in global coordinates and want to move an object to that position? Then you need a transformation back from global coordinates to the object's local position coordinates. Mathematically this is done by multiplication by the global matrix' inverse. If Mg is a matrix in global space and Mag is object a's global matrix, then Mag-1*Mg equals the first matrix' in a's local coordinates.

    It also says that you don't need to do the math because there are the functions:
    SetMl (ml) and SetMg (mg)
    Those only work for the baseObject.. and not a point.

    I've tried to plug in the Mag-1*Mg into some test code, just so I can see if the numbers come out correctly. However, I don't understand how to use that correctly. From my understanding of the documentation and the provided code, Mag is globalPoint and Mg would be worldSpaceCoords.

        doc = c4d.documents.GetActiveDocument ()
        op = doc.GetActiveObject ()
        worldSpaceCoords = op.GetMg()
        allPoints = op.GetAllPoints()
        for i,a in enumerate (allPoints) :
            localPoint = op.GetPoint (i)
            print 'local', localPoint
            globalPoint = localPoint * worldSpaceCoords
            print 'global', globalPoint
            backLocalPoint = globalPoint-1*worldSpaceCoords
            print 'back to local', backLocalPoint
            print '--'

    Currently I'm running into the following error:

    TypeError: unsupported operand type(s) for -: 'c4d.Vector' and 'c4d.Matrix'

    I'm lost in the math as to how to get back to the local coordinates.

  • On 25/11/2014 at 01:29, xxxxxxxx wrote:


    as the documentation says "Mag" should be a matrix. In your code you try to handle a vector:

    backLocalPoint = globalPoint-1*worldSpaceCoords  

    Also, "Mag-1" does not mean "minus one". It stands for the inverse matrix. You can create the inverse matrix using Python's "invert" operator:

          inverseMatrix = ~worldSpaceCoords     
          backLocalPoint = globalPoint * inverseMatrix  

    You find some examples of complex matrix use in the SpherifyModifier example.

    best wishes,

  • On 25/11/2014 at 16:23, xxxxxxxx wrote:

    I thought the documentation sounded weird with the -1 in there.
    I was looking for the syntax for the invert operator. Everything is working now, which is fantastic thanks to you!

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