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Timeline for Transform matrix hierarchy issue

Current License: CC BY-SA 3.0

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Feb 17, 2016 at 5:58 comment added kaiser Yes but the use case of such matrix multiplications is different. Engines want you to move the child to its final Position w.r.t the parent and then merge them to be one object. U have some independent rotations of your child. But i know this Problem. Easiest way would be to divide scaling as a prepass and the multiply all rotations and translations from parent
Feb 16, 2016 at 13:09 comment added loodakrawa Funny thing is - I assumed this behaviour was something that also happens in real frameworks and engines. Just went to check in Unity and the same deformation occurs. At least this agrees with all tutorials about matrices where they say to just multiply parent's matrix with child matrix.
Feb 16, 2016 at 13:06 vote accept loodakrawa
Feb 16, 2016 at 6:58 history answered kaiser CC BY-SA 3.0