In RealityCapture we define camera orientations this way:
Yaw - prior rotation angle Yaw (around y axis)
Pitch - prior rotation angle Pitch (around x axis)
Roll - prior rotation angle Roll (around z axis)
Let´s describe it on an example, how you can get the same RealityCapture registration and rotation using Blender.
First select the component which registration you want to export in 1DS view and go to Alignment > Export > Registration and select your desired export format and export the registration.
Then in Blender set rotation mode to "YXZ Euler"
Set:
X = pitch
Y = roll
Z = negative heading
To recap:
first roll around Y
then pitch around X
Then negative heading around Z
NOTE: keep in mind that Blender, Unreal Engine, Zbrush, as well as most CAD software uses Z up orientation (Cartesian coordinates) and Autodesk Maya, Adobe After Effects and others use Y up orientation.
Y up:
X = left to right
Y = up and down
Z = forward and back
Z up:
X = left to right
Y = forward and back
Z = up and down
What is the definition of the Omega, Phi and Kappa angles?
Yaw - prior rotation angle Yaw (around y axis)
Pitch - prior rotation angle Pitch (around x axis)
Roll - prior rotation angle Roll (around z axis)
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Probably a copy-paste error, but in the definition of What is the definition of the Omega, Phi and Kappa angles? Yaw,Pitch and Roll is given.
And may it be possible to add some illustrations?