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Getting Rotation X,Y,Z from Matrix

Posted: 23 May 2017, 08:39
by Naggar
Hi guys

I've been struggling a lot with this issue. Like Vector Transform gets XYZ position from a matrix node, I would like to get the same with Rotation (Get rotation X,Y,Z from Matrix) .. What is the most efficient way to do this (if possible without C# node)?

Thanks and best regards
Naggar

Re: Getting Rotation X,Y,Z from Matrix

Posted: 25 Jun 2018, 10:29
by u-double-u
Hi, was there a solution/tipp or trick to this? I was just going to ask the same thing.
cheers

Re: Getting Rotation X,Y,Z from Matrix

Posted: 25 Jun 2018, 18:33
by Naggar
So I've given up on this request after I spoke with my programmer colleague.

Not 100% sure if this is the case, but what he explained to me was that the 3D Engine of Ventuz is using Quaternions units (Which use x,y,z,w) and what we want is euler rotations (which use x,y,z) .... and the issue is the conversion between the two. So I'm not sure if it would be possible, but I still hope we get a response about it soon.

In the end my colleague made a C# script for an alternative solution.

Re: Getting Rotation X,Y,Z from Matrix

Posted: 26 Jun 2018, 09:32
by u-double-u
hm, there must be a way. I wish, the vector-transform would somehow spit out an angle...
My math is too bad to do it myself.
Anybody?