Hello
I'm trying to understand linear algebra code i'm reading and i'm stuck visualizing two built in functions for UE4.
- InverseTransformPositionNoScale(FVector Location)
To give some context:
In the code they get the Root transformation from a animation
InSequence->GetBoneTransform(RootTM, 0, AtTime, false);
Then they get the world transformation of the bone.
GetAnimBoneWorldTM(InSequence, AtTime, BoneIndex, BoneTM);
Near the end of the function they take the root transform and use the inverse functions for the position.
RootTransform.InverseTransformPositionNoScale(BoneTransformLocation);
I looked at how those functions work but I don't get how this helps.
The InverseTransformPositionNoScale function …