Wrong rotation matrix from XMP export?

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    Fabio Cottefoglie

    After a lot of random tests, I have the feeling that the words "yaw, pitch and roll" in RC have a different meaning with respect to what is commonly used elsewhere. It seems like yaw is around the Y axis of the camera, pitch around its X axis and roll around its Z axis or, in other words, that the camera is not oriented with -Z pointing towards the framed scene and Y oriented in the up direction (e.g., OpenGL notation), but as it has the X axis pointing towards the scene and Z up. In this way, the matrix multiplications I am doing are completely screwed up.

    If this is true, what should I do to position a commonly camera (OpenGL notation) in the 3D world using the matrix exported in XMP files?

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    ordinarysoft

    Hi Fabio, 

    are you able to transcript the matrix? Could you please help? 

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