How to get an objects world rotation in Euler X Y Z coordinates, so it matches the visible rotation values?
Hi,
my problem is, I cant get a correct rotation value like we see them in the 3ds Max transform info panel. I know that Max works internally with Quaternions, but it's to complex for me to understand.
Check the screenshot to see what I mean.
I need to output the rotation as [-26.742, 24.927, -38.81]
I hope someone knows how to do this. Thanks!
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Comments
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This way:
Tools and Scripts for Autodesk 3dsMax