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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