I develop my plugin on C++ and trying to receive the same line of Python code:

```
matrixA= c4d.utils.MatrixMove(c4d.Vector(0,10,0))
matrixB = myObject.GetMg().__mul__(matrixA)
```

MatrixMove func exists in a C++ help. But I can't find in C++ help the analogue of .**mul** function.

So does this function from a Python help: https://bit.ly/30dc2Ps

https://developers.maxon.net/docs/Cinema4DPythonSDK/html/modules/c4d/Matrix/index.html?highlight=**mul**#Matrix.**mul**

exists for a C++?

]]>I've tested it a bit and now I've finished with this:

instead of this:

```
matrixA= c4d.utils.MatrixMove(c4d.Vector(0,10,0))
matrixB = myObject.GetMg().__mul__(matrixA)
```

to this:

```
Matrix matrix = MatrixMove(Vector(0, 10, 0));
Vector vector = myObject->GetMg() * matrix.off;
```

It looks it works for me.

Thank you again!

Thank you for a such detailed answer.

It is hard for me to understand all of it by eye, and I can't say right now is it what I search.

I need to receive in the result the point in 3d space which is attached to another point like it is a child of parent (only position is needed).

So all construction serves to achieve a Vector point of a new position shifted by 10 units in a one of its local axis. (Vector(0,10,0))

I will finish my python-C++ rewriting and will test your example above.

Thank you!

`matrixB = myObject->GetAbsPos() * matrixA;`

First of all, `BaseObject::GetAbsPos`

returns a `Vector`

, which in turn makes your calculation at least implicitly wrong, since you call the result `matrixB`

, implying that it is a matrix. But the product of a matrix *M* and a vector *p* is the vector *p'* transformed by *M*. There is also the fact that order matters in the C++ SDK, i.e., you are forced to write expressions in the canonical matrix-first order (in Python you are not restricted in such fashion, because Python handles operator overloading differently).

```
Vector p; Matrix M;
// Valid expression since Mat3 has an operator overload for M * p
Vector q = M * p;
// Invalid expression since Vec3 does not have an operator overload for p * M
Vector r = p * M;
```

It might also be noteworthy that `Matrix`

and `Vector`

are only aliases originating from our classic API. The types have been replaced by a more versatile templated model of the atomic arithmetic types. `Vector`

is just a `typedef`

for `maxon::Vec3<maxon::Float64, 1>`

and `Matrix`

for `maxon::Mat3<maxon::Vector64>`

. You can find the relevant template descriptions in the Mat3< V > Struct Template and Vec3< T, STRIDE > Struct Template references.

Cheers,

Ferdinand

Hello guys.

No, the simple operator * between two matrixes shows an error.

Right now I've write it like this:

```
matrixB = myObject->GetAbsPos() * matrixA;
```

also via operator*.

But I am not sure will GetAbsPos return the same (according I need only the position offset of matrix).

]]>Cairyn is right, the operator you are looking for is *

Cheers

Manuel