Hi!

But to switch the order of the XYZ rotations doesn't seem to make any 
difference. If I change everything to do XZY it is still the same result.

On Tuesday 25 Dec 2007, Marten Svanfeldt (dev) wrote:
> 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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