it's not as simple as you think, the rotation occurs about the vector relitive to
the X,Y & Z axies, the rotation isn't about any of the "Main" axies at all
(unless you give it a main axis as a vector).

For instance: rotation 0 1 0   3.14159   will rotate you 180deg about the Y axis

Transform
    {
    rotation 0 1 1 1.5708
    children [...]
    }

This rotates 90deg about the vector 0 1 1
If I can do this in my head, I think a point at 0 0 1 would swing around to -1
0.5 0.5
(don't count on that, I may be screwed up here)

That isn't the same as.....
Transform
    {
    rotation 0 1 0 1.5708  //...... rotates 90deg about the Y axis
    children
        [
        Transform
            {
            rotation 0 0 1 1.5708  //...... rotates 90deg about the Z axis
            children [...]
            }
        ]
    }

Which should move a point from 0 0 1  to -1 0 0 to 0 1 0

Hope this helps some
Don

Nicolas Trussart wrote:

>         Hello,
>
> In VRML, there is a field named "Rotation" in the Transform node.
> I would like to know how the Rotation field works.
>
> I mean, how to transform 3 angles (around X, Y and Z axis), given in degrees,
> to the vector and the angle in radian whom this field needs.
>
> Transform       (vector's 3 components)
>         {               |
>                 |------------|
>         rotation 0.4 0.5 0.8  2.67
>         children             |----|
>                 [               |
>                 ]       (angle in radian)
>         }
>
> Thank for your help.
>
> Nicolas.
>
> -------------------------------
> Nicolas Trussart
> Département Génie Civil
> Université Laval, Québec
> e-mail : [EMAIL PROTECTED]
>
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