Hi,

Thats because of a difference in definition between using euler angles  
in a quat and doing rotation around _local_ ZYX axis in that order  
(which is what your matrix multiplication does).

-Marten

Quoting Amir Taaki <[EMAIL PROTECTED]>:

> Hi!
>
> csMatrix3 m;
> m *= csXRotMatrix3 ( -2.37422369753e-08 );
> m *= csYRotMatrix3 ( 0.263053803252 );
> m *= csZRotMatrix3 ( 6.1367616525e-07 );
> csQuaternion q;
> q.SetMatrix (m);
>
> q.SetEulerAngle (x, y, z); does not give the same result.
>
> Thanks!
>
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