This problem is dependent on the order in which you rotate around the
individual axis.  Imaging a man standing; the x axis is to his right
(initially), the y axis is forward, and the z axis is up.  Rotate first
around the z axis (now he faces left) and then around the y axis (now he
is face down pointing to the left).  Reversing the order by which you
apply the z and y rotations gives an entirely different result.  Rotate
first about the y axis (now he is laying on his side to the left) and
then around the z axis (now he is laying on his side with his head in
the -y direction).

You might be interested, however, in the setEuler method of Transform3D:


      setEuler

public final void setEuler(Vector3d euler)

    Sets the rotational component (upper 3x3) of this transform to the
    rotation matrix converted from the Euler angles provided; the other
    non-rotational elements are set as if this were an identity matrix.
    The euler parameter is a Vector3d consisting of three rotation
    angles applied first about the X, then Y then Z axis. These
    rotations are applied using a static frame of reference. In other
    words, the orientation of the Y rotation axis is not affected by the
    X rotation and the orientation of the Z rotation axis is not
    affected by the X or Y rotation.


Parameters:
euler - the Vector3d consisting of three rotation angles about X,Y,Z


Hope this helps,
-Todd

Brad Urani wrote:

>how do i set up a rotation matrix (or AxisAngle) given
>three seperate rotation angles, for instance, rotate
>90 degrees around the x axis, 45 degrees around the y
>axis, and 30 degrees around the z axis. What books can
>you guys recommend to learn 3d matrix math from?
>
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