Builds a 3×3 or 4×4 transform matrix.

`matrix3 maketransform(vector zaxis, vector yaxis)`

`matrix maketransform(vector zaxis, vector yaxis, vector translate)`

`matrix maketransform(int trs, int xyz, vector t, vector r, vector s)`

`matrix maketransform(int trs, int xyz, vector t, vector r, vector s, vector p)`

Builds a 3×3 or 4×4 transform matrix.

`maketransform(int trs, ...)`

builds a general 4×4 transform matrix
given an order of transformations (`trs`), an order for rotations
(`xyz`), a vector representing the translation (`t`), rotation
(`r`), scale (`s`) (and optionally a pivot (`p`)). The
specifications for the `trs` and `xyz` parameters can be found in
`$HFS/houdini/vex/include/math.h`

`maketransform(vector zaxis, yaxis, ...)`

builds either a 3×3 transform
matrix or a 4×4 transform matrix. The matrix will be constructed so that the z-axis will be transformed to the z-axis specified with the given up vector (yaxis). Thus, maketransform({0,0,1}, {0,1,0}) will result in an identity matrix. The version which
returns a 4×4 transform will apply the translation to the 4×4 matrix.
This function is very similar to the lookat function. The
vectors passed in are *not* normalized meaning that scales should be
preserved in construction of the transform.

Note

Unlike most VEX function, this function expects rotations in
*degrees*, not radians.