The difference is that the setEuler.. in quat use world-space axes  
while the matrix operations results in local space after each  
multiplication.

-M

Quoting Amir Taaki <[EMAIL PROTECTED]>:

> 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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