MCNP TR Transform Card Question

AI Thread Summary
To rotate an RPP 45 degrees around a specified y-axis in MCNP, a rotation matrix must be created and transposed, with the translation vector adjusted accordingly to account for the new position. The rotation around the origin followed by a translation allows for arbitrary center rotation. Additionally, a user is experiencing a "xs is missing from xsdir_mcnp6.1" error when using the MT card with a specific table identifier, suggesting compatibility issues with MCNP version 6.3. It is recommended to check for the correct table identifier that aligns with the MCNP version being used. Understanding matrix transformations is crucial for successfully implementing these adjustments.
MadGander
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TL;DR Summary
Question regarding the surface transform card in MCNP.
I'm trying to rotate an RPP 45 degrees around the y axis (BUT NOT THE ORIGIN Y AXIS, rather the y axis at x=a, z=b). Is there a way to do this in MCNP? I've tried every single possible combination of angles and inputs to no avail. Again, I have an RPP that is not centered at the origin and I want to rotate it around the y axis that travels through the middle of the RPP cell.
 
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A rotation around the origin followed by a translation is equivalent to a rotation around any arbitrary centre. Work out a rotation matrix for the 45 degree turn, then feed x=a, z=b through that. The difference between a -> a', b -> b' gets you the amount you need to subtract to put it back in it's place. The translation vector. The rotation matrix needs to be transposed and the translation numbers go in as they are. If you don't transpose the rotation will be in the wrong direction because of the way the command is defined (how to create the alt co-ordinate system from the global one).

The gritty details are here. Are you familiar with matrix transforms?
 
Alex A said:
A rotation around the origin followed by a translation is equivalent to a rotation around any arbitrary centre. Work out a rotation matrix for the 45 degree turn, then feed x=a, z=b through that. The difference between a -> a', b -> b' gets you the amount you need to subtract to put it back in it's place. The translation vector. The rotation matrix needs to be transposed and the translation numbers go in as they are. If you don't transpose the rotation will be in the wrong direction because of the way the command is defined (how to create the alt co-ordinate system from the global one).

The gritty details are here. Are you familiar with matrix transforms?
Thanks for the help. I have another mcnp related question regarding the MT card. I'm using "MT
u-uo2.40t o-uo2.40t" and getting a "xs is missing from xsdir_mcnp6.1" fatal error. I'm running the input deck on version 6.3, so based on the error I'm assuming that the .40t table is not compatible with mcnp6.3. Any idea which table identifier I should use instead?
 
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