# Matrix Modifiers

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Matrix Blend
This Channel Modifier can be used to blend between a pair of rotation or translation input matrices.

Matrix A/Matrix B: Link the two matrices to be blended into these channels, these can be world or local transform matrices from 3D items or the matrix output from other Channel Modifier items. For best results always link channels containing matrices of the same type.

Blend
: This channel specifies the blend amount that will be applied to the input matrices. A value of 0% here will output the Matrix A matrix unaltered and 100% will output the Matrix B matrix unaltered. At values between 0% and 100% the matrices will be interpolated between the two inputs. Rotation matrices use a quaternion interpolation and Translation matrices are linearly interpolated.

Matrix Output
: The result of the interpolation is output to this channel and can be linked into a compatible (matrix) channel on a 3D item or another Channel Modifier.

Matrix Compose
The Matrix Compose Channel Modifier multiplies together two or more input matrices and outputs the resulting transform matrix.

Matrix Inputs
:This channel accepts multiple input links from the matrix channels of 3D items or other Channel Modifier outputs. The matrices are multiplied together in the order they are linked to this channel.

Matrix Output
: The composed matrix is output to this channel which can be linked into a compatible (matrix) channel on a 3D item or another Channel Modifier's input.

Matrix Construct
The Matrix Construct modifier creates a 4x4 transformation matrix from a vector. The input vector either describes position or scale.

Input X/Y/Z: Describes either the position or the scale of the resulting matrix.

Matrix Type: Specifies whether the output is a Position Matrix or a Scale Matrix.

Output: Outputs the resulting matrix.

Matrix from Euler
The 'Matrix To Euler' modifier extracts a vector, representing rotation angles in the X, Y and Z from a 4x4 Rotation Matrix.

Input X/Y/Z: Describes rotation angles around axis X, Y and Z.

Rotation order: Describes the rotation order of the three axis. An order of ZXY (default) means that the final matrix is calculated by create a matrix representing the Z axis, then creating a matrix representing the X axis and finally a matrix representing the Y axis. The three matrices are multiplied together to construct the final matrix.

Output: Outputs the resulting rotation matrix.

Matrix to Euler
The 'Matrix To Euler' modifier extracts a vector, representing rotation angles in the X, Y and Z from a 4x4 Rotation Matrix.

Input X/Y/Z: The input rotation matrix to extract rotation angles from.

Rotation order: Describes the rotation order of the three axis.

Output X/Y/Z: Describes rotation angles around axis X, Y and Z.

Matrix Transpose
The Matrix Transpose modifier inverts a 4x4 matrix across the main diagonal. This essentially inverts any rotation stored in the matrix, so a rotation of 90 degrees in X becomes a rotation of -90 degrees.

Input: The 'Input' is the matrix values that will be transposed.

Output: The 'Output' is the transposed matrix values.

Matrix Vector

This Channel Modifier is used to extract a normalized direction vector from a rotation matrix or the translation row from a translation matrix input. Direction vectors in a rotation matrix are the axes formed after the individual X, Y and Z rotations have been performed. For example, given the world rotation matrix of a 3D item the Z Direction vector will pointing in the direction the item is facing and the Y axis towards the top of the item.

Matrix Input: Link the matrix channel from which the vector is to be extracted into this channel. This can be a matrix channel from a 3D item or the output matrix from another Channel Modifier.

Row
: This channel specifies whether to extract the X, Y, Z direction vector from a rotation matrix or the translation from a translation matrix.

Output X/Y/Z: The vector extracted from the matrix is output to these three channels.

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