Take the 2-minute tour ×
Game Development Stack Exchange is a question and answer site for professional and independent game developers. It's 100% free, no registration required.

I'm getting back into hobby game programming after a long 4-year hiatus from college and I find that my understanding of coordinate systems is somewhat lacking.

I'm trying my skills at creating a simple skeletal animation system but I'm having a hard time wrapping my head around converting local coordinates (of say, a joint) to world coordinates, particularly when it comes to rotated sprites.

I'm trying to create a test app in XNA and accomplish this using their built-in matrix class. Can anyone assist me in either linking a resource or helping me understand the operations I'd need to do to convert any point that is Scaled/Rotated/Translated from a local to a world coordinate and back?

share|improve this question

1 Answer 1

Here is a good summary of how to go back and forth between world and local coordinates:

www.enchantedage.com/xna-transforms

Here is another good discussion of transforms: http://gamedev.stackexchange.com/questions/3931/how-to-think-about-2d-scaling-rotation-transformations

share|improve this answer
    
Interesting. Thanks for the links. After staring at this stuff all day I'm starting to wrap my head around the concept of Local and Global coordinates and how they relate to each other. –  McThrustin Oct 18 '10 at 23:26

Your Answer

 
discard

By posting your answer, you agree to the privacy policy and terms of service.