Transformations and Coordinate Space Conversions
 
 
 

In the scene hierarchy, the position, rotation, and scale of a GroupNode object (e.g. Camera, Geometry, or Light) are determined by a parent node which is a Transformation object. This object can be accessed via the method GroupNode::Transformation.

The rotation, scale, and translation transformations represented by a single Transformation object are applied in the following order:

  1. scaling
  2. rotation
  3. translation

Note that multiple transformations in a hierarchy are not composed. Only a node's most immediate ancestor transformation is used to determine the position, rotation, and scale of an object in the scene.

Coordinate Systems

In Mudbox the up/down axis in the viewport, is the Y axis in the coordinate system, like Autodesk Maya.

A Transformation object is also used to perform conversions to and from world and local space coordinate systems.