Matrix Sockets #116067
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Reference: blender/blender#116067
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Proposal
float4x4
.Concerns
Wrapping up float3x3, float4x4, float2x2 in the same socket type might not work when one really wants to use a non-4x4 type. It might be too much of a loss to display them all with the same color
Nodes
More builtin nodes might be helpful. In particular nodes to construct a matrix based on orthonormal axes may be helpful for curve deformation. But plenty could be handled by node group assets as well.
Implicit Conversions
Only provide implicit conversions with rotations. Other conversions might lose too much information and would be confusing, or they would make arbitary choices about the use of the matrix.
However, it might be that implicit conversions to and from vectors (location component) and floats (scale) would be useful and obvious enough to add.
There was some work on this before #105408. Conflicts make it hard to reuse the code though.
I think this approach is a bit simpler, with fewer nodes in the proposed initial version.
Also, using the "Transform" abstraction as UI text and still allowing access to the internal data should be the best of both worlds IMO.