Matrix 4x4 Transforms

Matrix 4x4 Transforms MCP Connector for Claude

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Create, compose, and apply 3D transformation matrices with rotation representations and coordinate transformations for graphics and simulation applications.

11 tools Official Updated Oct 1, 2026 Official Vinkius Partner

This MCP server provides comprehensive tools for working with 4x4 transformation matrices in 3D graphics and simulation. Create translation, rotation (around X/Y/Z axes by angle), scale, and shear matrices. Compose multiple transforms by multiplying matrices in order. Transform a 3D point by a 4x4 matrix with perspective divide. Extract Euler angles from rotation matrix with gimbal lock warning. Convert between rotation matrix, quaternion, and axis-angle representations. Use tools like create_translation_matrix, create_rotation_matrix, compose_transforms, and transform_point to build complete transformation pipelines for model, view, and projection stages in graphics applications.

matrixtransformrotationquaternioneuler-angleshomogeneous-coordinates3d-math

11 tools expose this connector's capabilities to your AI agent.

axis_angle_to_quaternion

Convert axis-angle to a quaternion

create_rotation_matrix

Generate a 4x4 rotation matrix around a specified axis

create_scale_matrix

Generate a 4x4 scale matrix along axes

quaternion_to_axis_angle

Convert a quaternion to axis-angle representation

quaternion_to_rotation_matrix

Convert a quaternion to a 3x3 rotation matrix

rotation_matrix_to_quaternion

Convert a 3x3 rotation matrix to a quaternion

transform_point

Apply a 4x4 matrix to a 3D point with perspective divide

matrix_to_euler_angles

Extract Euler angles from a rotation matrix

compose_transforms

Combine multiple transformation matrices into one composite matrix

create_shear_matrix

Generate a 4x4 shear matrix along axes

create_translation_matrix

Generate a 4x4 transformation matrix for translating objects

See how to talk to your AI agent using Matrix 4x4 Transforms.

Create a translation matrix that moves an object 5 units along the x-axis, 3 units along the y-axis, and 2 units along the z-axis.

The translation matrix has been created with tx=5, ty=3, and tz=2. The bottom row of the 4x4 matrix contains [5, 3, 2, 1], and all other entries are zero except the diagonal which is 1.

Rotate a point (1, 2, 3) by 45 degrees around the Y-axis using a rotation matrix.

The rotation matrix for 45 degrees around the Y-axis has been applied to the point (1, 2, 3). The resulting transformed point is approximately (0.707, 2, 4.121) after the rotation transformation.

Convert the rotation matrix [[0.707, 0, 0.707], [0, 1, 0], [-0.707, 0, 0.707]] to Euler angles.

The rotation matrix converts to Euler angles [0°, 0°, 90°] with no gimbal lock detected. This represents a 90-degree rotation around the Z-axis.

Compose a transformation that first scales by 2, then rotates 30 degrees around the X-axis, and finally translates by (1, 0, 0).

The composite transformation matrix has been created by composing the scale matrix (2, 2, 2), rotation matrix (30° around X), and translation matrix (1, 0, 0). The composition follows right-to-left multiplication order.

Transform the point (0, 0, 1) by the perspective projection matrix [[1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, -1, 0]]

The point (0, 0, 1) has been transformed by the perspective projection matrix. After applying the matrix and performing perspective divide, the result is (0, 0, 1, 0), which places the point at infinity along the negative z-axis.

Homogeneous coordinates represent 3D points as 4D vectors [x, y, z, w]. This representation enables translation and projection operations to be expressed as linear transformations using 4x4 matrices. Points are converted back to 3D by dividing by the w-component (perspective divide) when w ≠ 1.

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