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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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But this is in a 2D plane, basically from the side view, which would be perfect if I was making a side scroller. I am having trouble projecting this XY position into the isometric view of my game. We are going to define an skewed coordinate system. For that coordinate system the vertical will remain vertical. But the horizontal will be a vector in the ...


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You'll have to unpeel the transformations applied to B one by one, in reverse order. Typically we'll apply transformations in the sequence... Scale Euler Roll Euler Pitch Euler Yaw Translate So going backwards from 5 back to 1 (and assuming the {yaw, pitch, roll} axes are {z, x, y} - I'm not super familiar with Blender's conventions so you might need to ...


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