Wait. I don’t even know what kind of matrix it made.

I tried to do this:

e1.to_matrix and it says

built in method to_matrix at some memory location, and it won’t let me
multiply it by a vector.

So, it sort of made a matrix out of a Euler vector, but it won’t show
me what it is, just where it is. Here’s the code, can someone explain
what it’s doing.

```
matrix = obj.getMatrix()
cam_loc=obj.getLocation()
e1=Mathutils.Euler([obj.RotX, obj.RotY, obj.RotZ])
e2=e1.toMatrix()
cam_vec=Vector([obj.LocX, obj.LocY, obj.LocZ])
target= Mathutils.VecMultMat(cam_vec, e2)
```

for a little more background, this is preparing camera information for
a 3ds file.

This page describes a blender euler and the to_matrix function:

http://www.blender.o…s.html#toMatrix

It’s multiplying a location vector by a 3X3 rotation matrix and calling that the target.

I’m trying to change this line

target= Mathutils.VecMultMat(cam_vec, e2)

to a now overloaded vec * matrix

The problem is that I looked up multiplying a vector by a matrix and it says the vector must have the same number of members as rows in the matrix.

It’s a 3 member vector and a 4X4 matrix.

Also, when I do this in Blender, it’s not commutative. vec * matrix is different from matrix * vec , but both return a 3 member vector

Is it safe to replace with cam_vec * e2? or do I try to dig out an old copy of blender and compare results?