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Inverse Transform Position/Vector

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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 …


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