Non Affine, Tech Art, Transformation Matrices, Unity3d, Shaders.
to rotate around. This axis can of course be represented in a vector form. Let’s call it c1, c1 has the value (-1, 0, -1). Let’s keep everything else the same. We still want to rotate around the head. But this time not around the global x axis, but around c1, we have to follow the same steps we did