Transform
Transform matrices for positioning, rotating, and scaling objects in 2D and 3D space.
Decompose Transform
Extract position, rotation (degrees), and scale from a transform matrix.
Inputs:
| Name | Type | Default | Description |
|---|---|---|---|
| transform | Transform Matrix | identity | Any 4×4 matrix — from Transform 3D, a camera, device tracking, etc. |
Outputs:
| Name | Type | Description |
|---|---|---|
| position | 3D Vector | Translation component (X, Y, Z) |
| rotation | 3D Vector | Rotation as Euler angles in degrees |
| scale | 3D Vector | Scale factor per axis |
Related: Transform 2D, Transform 3D
Transform 2D
2D transform matrix from position, rotation (degrees), and scale.
Inputs:
| Name | Type | Default | Description |
|---|---|---|---|
| position | 2D Vector | (0.00, 0.00) | Where to place the object in 2D (X, Y) |
| rotation | Number | 0.00 | Angle in degrees — positive = counterclockwise |
| scale | 2D Vector | (1.00, 1.00) | Size multiplier per axis — negative values flip |
Outputs:
| Name | Type | Description |
|---|---|---|
| result | Transform Matrix | Combined transform matrix — connect to Draw Geometry’s transform input |
Related: Decompose Transform, Transform 3D
Transform 3D
3D transform matrix. Euler rotation in degrees (Z × Y × X order).
Inputs:
| Name | Type | Default | Description |
|---|---|---|---|
| position | 3D Vector | (0.00, 0.00, 0.00) | Where to place the object in 3D (X, Y, Z) |
| rotation | 3D Vector | (0.00, 0.00, 0.00) | Rotation per axis in degrees — X tilts forward/back, Y turns left/right, Z rolls |
| scale | 3D Vector | (1.00, 1.00, 1.00) | Size multiplier per axis — negative values mirror |
Outputs:
| Name | Type | Description |
|---|---|---|
| result | Transform Matrix | Combined transform matrix — connect to Draw Geometry’s transform input |
Related: Decompose Transform, Transform 2D
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