Hi,

as matrix multiplication isn't cummutative and any homogenous matrix of
transform3D can be made of arbitrary successive mutlplications,
IMHO you cannot extract orientation by interpreting the matrix elements as
an multiplication of predefined sin and/or cos-functions.
This will work only in spcial cases like rotation around x-axis.
But you can define an inital view direction, i.e. (0,0,-1) or something
else, apply the transformation an take the euler angles from the resulting
vector as your new view direction.

Gernot
[EMAIL PROTECTED]

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