Hi,

I posted a similar question a while ago.

Suppose ColorCube A has a certain rottaion specified in euler angles.
ColorCube B also has a certain rotation specified in euler angles.
These individual rotations are then put in a Transform3D object and passed
to a TransformGroup object.

How do I calculate B's rotation with respect to A.

I know I could uses matrix-algebra -> A_relative = B_absolute *
(A_absolute)inverse
But then I cannot deduce the individual euler angle components from the
resulting matrix.

Is there a way to achieve this ?

Thanks,

Frederick

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