Hi,

it's been a while, but IIRC the cross product of the two normalized
vectors will give you the rotation vector, and the acos of the dot
product is the rotation angle. Convert that into a quaternion (much,
much easier than it sounds), that quaternion into a rotation matrix,
and extract the Euler angles from that one. I might be wrong, though.

In any case, have a look at these two FAQs:
<http://www.j3d.org/matrix_faq/>

They'll walk you through all the necessary steps and will answer
pretty much every question you might have regarding these issues.
Extremely helpful resource.

Mark


On 9/1/06, Seb L <[EMAIL PROTECTED]> wrote:
I have a simulated cable in 3D, and all I have a 3D plug attached to
the end of the cable.

My 3D plug object stores its rotation as 3 euler angles.

I need to work out what those angles should be so that they point in
the same direction as the end of the cable. I have the cable direction
as a 3D Vector.

I guess this same calculation could be used to work out how to point
the camera at a particular object.

thanks!

Seb

On 01/09/06, Alias™ <[EMAIL PROTECTED]> wrote:
> What are you trying to do? Do you want to tween from one 3d
> position/rotation to another?
>
> How are you representing your objects?
>
> Alias
>
> On 01/09/06, Seb L <[EMAIL PROTECTED]> wrote:
> >
> > ... any crazy geniuses out there know how to generate euler angles for
> > a 3D vector? Or i guess to calculate the rotation angles between 2 3D
> > vectors? Any pointers would be greatly appreciated. I am losing it
> > now... :-)
> >
> > cheers!
> >
> > Seb
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