I debugged in a Z up scheme, but as you know it suffice to multiply a Z up matrix by <<1 0 0 0 0 -1 0 1 0>> to get a Y up matrix, so my implementation works the same in both cases.
Maya can assumes any order of rotation I believe, but indeed default is xyz. As for up axis it assumes what you set in Preferences. And yes, I've been told that matrices are not commutatives when multiplyed.
I see two more options interesting to implement with instances: random value for rotation (around up axis, of course), and an extra attribute to mesh transform to set reference object invisible. You don't necessary want to see the original lying in the center of your scene.
bkircher, you have added quite a lot of features to MtI, but you haven't documented them much. Still wondering what "useExactName" is for (and that's the third time I'm asking, I think), that's annoying when coding with instancing locators... I found no obvious reason justifying that attribute... no disponibility for testing unknown features when coding... thanks.
What do you mean ? An up axis randomness switch in main window ? Well not sure it's a good idea to generalize that feature to the whole scene. At this stage of the dev yes, maybe. Preferably locators with a rotation value in a non-up axis will be randomized. For that mean I'll deactivate the non-working part of the code. And as for GUI I have everything to learn, til now I only copied/pasted code chunks; pure mimetism. I have tried to add an icon (it is in the icon folder, called something_temp.bmp) to Main but I couldn't, messed up all.Anyway, it would be cool if you could put in the z-rotation into the instancing section.