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A 4x4 homogeneous matrix can represent any affine transformation. That is, any combination of: Translation by any offset Rotation around any axis by any angle Scale along multiple arbitrary axes by any scale factor Shearing in any plane by any factor Including any arbitrary composition of the above, in any order - like rotating then scaling then rotating ...


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First, it's helpful to develop some geometric intuition about how this UV projection algorithm works. We define a 2D UV space using the \$PMN\$ points to form our origin and basis vectors: Point \$P\$ corresponds to (u, v) = (0, 0) Point \$M\$ corresponds to (u, v) = (1, 0) Point \$N\$ corresponds to (u, v) = (0, 1) Then we project that UV space along the ...


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Assuming you have the Transform for your target object, and the Transform of the body the head is attached to, you can compute whether it's on the left or right side of the body by looking at the sign of the dot product: Vector3 toTarget = target.position - body.position; float dot = Vector3.Dot(toTarget, body.right); if (Mathf.Approximately(dot, 0f)) { ...


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