I am trying to understand the basic math of a 4x4 matrix in Maya 3d software, and I can't seem to find anything specific enough to my scenario that I can understand.
I basically have an object with a matrix like this:
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
I know that the buttom row represents translations, and the 1 in each row is the scale value.
But... if I rotate the object in X by 30*, then I get a matrix like this:
1 0 0 0
0 0.8 0.5 0
0 -0.5 0.8 0
0 0 0 1
Firstly, how would I go about mathematically calculating the rotation x value from knowing only the matrix?
Secondly, how would I go about calculating the matrix value based on only knowing rotations, translations and scale of a 3d object?