rotate and zoom world in blender (math question)

Hi,

I have created a model in blender and I would like to programmatically rotate and zoom in and out on the object.

So far I have been directed to using the

Window.GetViewMatrix() command  in blender.

I can manually rotate my world using blender and then spit out the GetViewMatrix().

This matrix is 4x4 in size.

I would like to know what math is involved to manipulate this matrix to rotate my world by say, 5 degrees.

I'm guessing that one might not need to be familiar with blender to help with this question.

Thank you,

b

bryanbergAsked:
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Jose ParrotGraphics ExpertCommented:
Hi bryanberg,

4x4 matrices are for affine transformations, that is, a rotation and a translation at same time.
The upper left 3x3 matrix inside the 4x4 matrix is the linear rotation.
By continuing ozo's comment, at same tutorial, take a look at
http://www.euclideanspace.com/maths/geometry/affine/matrix4x4/index.htm
Specific to Blender, take a look at
http://www.blender.org/documentation/244PythonDoc/Mathutils.Matrix-class.html

GetViewMatrix function uses 4x4, say 3x3 rotation and a vector.

Jose
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