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*On 15/03/2007 at 16:21, xxxxxxxx wrote:*

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Matthias,

I have some source (very direct) and a table that I'd like to email for examination - where should it be sent?

This code+table shows the problem that I'm having converting input Euler ordered-angle rotations to HPB and output back to Euler ordered-angle so as to be the same as the input rotations - the dastardly culprit is more than likely Cinema 4D's anti-gimbal lock measures. I've even been so nice as to mark every angle that doesn't match (input-output) as well as the number of entries and variances (non-matches). This uses David Eberly's conversion from "3D Game Engine Architecture".

My point is this:

I haven't been able to determine an algorithmic relationship that will get me to input = output. Certain examples are simple: if the input > 0 and the output < 0, then output = 360d+output. But that appears to be only one case in many (as it has a minor effect on the number of variances).

My end goal isn't to be able to convert Euler->HPB->Euler as Euler->HPB works. The problem is HPB->Euler (say to allow the user to change rotations in Coords or with the Rotate tool and be able to get back the proper Euler rotations - currently not possible under these circumstances - eh?).

Thank you very much,