**Matrix multiplication**

myMatrix.LoadIdentity();

rollMatrix.LoadIdentity();

yawMatrix.LoadIdentity();

```
```yawMatrix.SetYaw(22);

rollMatrix.SetRoll(13);

last rotation

myMatrix.SetPitch(-90);// myMatrix = -90 deg pitch

(this is the second rotation)

myMatrix.Mult(rollMatrix);// rollMatrix * myMatrix => myMatrix

`(this is the first rotation)`

myMatrix.Mult(yawMatrix);// yawMatrix * myMatrix => myMatrix

myMatrix is yaw 22 deg then roll 13 deg then pitch -90 deg

**Local matrix from world matrices**

`theMatrix = Node.Value(bindgroup + "/" + subNode, "WldMatrix");`

parentMatrix = Node.Value(bindParent, "WldMatrix");

parInvert = parentMatrix.Invert();

theMatrix.Mult(parInvert);

//now theMatrix contains local instead of world