Hi,

So to start this off, I'm a novice at anything beyond scripting with maya 
commands, so I don't really know what I'm talking about.

In the test I am trying to do, I have 3 cubes (cubeA, cube B, and cubeC). I 
want to be able to rotate cubeC to (x, y, z) rotation, calculate what half 
of the rotational difference between cubeA and cubeC's matrices is, and use 
that to set cubeB's rotations to halfway between cubeA and cubeC's 
rotations.

eg. If cubeA's rotation is (0,0,0) and cubeC's rotation is (100,200,300), 
cubeB's rotation would be (50,100,150)

As far as I've been able to achieve, in the above scenario, my actual 
cubeB's rotation would end up being (50,-160,-60).

I'm trying to do this with matrices because I was told matrix math computes 
faster.

Should I even be trying to do this with matrices? Or is it more logical to 
just use the actual rotation values directly?

Thanks

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