AxisAngle is the right thing to do, and the most efficient.  There is
a direct relation from axis/angle to the 4 by 4 3D transformation
matrix.  You can find the formular from any robotics text book--look
for the twist/screw representation.  Another alternative is the
quaternion, but that still involves the axis and angle of rotation.

Lily Lee

>
> Hey All,
>
> I'm having a particularly vexing rotation problem.  I want to be able to
> rotate around multiple axes simultaneously.  Currently, I perform the
> multiple rotations by creating 3 Transform3D's, and using rotX(xAngle) on
> one, rotY(yAngle) on another, and rotZ(zAngle) on the third.  Then I
> multiply the 3 together in the order xTransform*yTransform*zTransform. This
> works fine.  Unless....
>
> Say yAngle is 90 degrees.  Then, due to the order of the rotations given
> above, rotations about x and z have the same effect- they both rotate about
> the z axis.
>
>
> I believe the way to solve this may be to use the AxisAngle object to set
> Transform3D.  If I can form orthogonal vectors, and use AxisAngle to rotate
> around them, wouldn't this work?  Or would there be a more efficient (ie
> faster) method?
>
> Thanks,
> Evan Drumwright
>
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