;
To: [EMAIL PROTECTED] <[EMAIL PROTECTED]>
Date: Friday, January 28, 2000 4:44 PM
Subject: Re: [JAVA3D] more vecmath questions...
>Evan Drumwright wrote:
>
>> Lily,
>>
>> I need to rotate about an *object's* x,y, and z axes, rather than the
>> coordinate
> -Original Message-
> From: Lily Lee <[EMAIL PROTECTED]>
> To: [EMAIL PROTECTED] <[EMAIL PROTECTED]>
> Date: Wednesday, January 26, 2000 2:37 PM
> Subject: Re: [JAVA3D] more vecmath questions...
>
> >Evan,
> >
> >I don't understand the
s, and the z axis being rotated
> about the x axis and then about the y axis...
>
> Evan
>
> -Original Message-
> From: Lily Lee <[EMAIL PROTECTED]>
> To: [EMAIL PROTECTED] <[EMAIL PROTECTED]>
> Date: Wednesday, January 26, 2000 2:37 PM
> Subject:
[EMAIL PROTECTED] <[EMAIL PROTECTED]>
Date: Wednesday, January 26, 2000 2:37 PM
Subject: Re: [JAVA3D] more vecmath questions...
>Evan,
>
>I don't understand the problem that you are describing.
>
>... and is there any reason that you are applying rotations about each
>axis
Evan,
I don't understand the problem that you are describing.
... and is there any reason that you are applying rotations about each
axis sequencially? If not, then the whole idea of using axisangle is
to get a rotation about any arbitrary axis, such as [0.2, -0.4, 0.6],
that does not even have
First of all thanks for your help, Lily Lee. AxisAngle is the solution to
rotating about an object's coordinate system rather than the absolute
coordinate system...
However, I am still confused about something. Let's assume I carry out
rotations about the x axis first, then about the transforme