Vector rotation order

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Vector rotation order

Post by pdenbrook » Fri Dec 01, 2006 11:17 am

What is the rotation order of the Euler angles (pitch, roll, and yaw) returned by INPVector? Given the Y-up and Z-forward (relative to the camera) coordinate system, I assume pitch is the X-axis rotation, roll is the Z-axis rotation, and yaw is the Y-axis rotation.


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Re: Vector rotation order

Post by pwierz » Mon Jan 01, 2007 5:31 pm

Does anyone know the answer? I would like to know this too.

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Re: Vector rotation order

Post by yoshi » Fri Jan 12, 2007 7:27 pm

The order of transformations is roll first, then pitch, then yaw. Relative to the object's local coordinate axis, this is equivalent to rotation around the z-axis, followed by rotation around the x-axis, followed by rotation around the y-axis.

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Re: Vector rotation order

Post by tsudo » Tue Oct 30, 2007 9:12 pm

Can I just confirm that each rotation is around the new local frame after the prior rotation?

e.g. that the pitch rotation is rotation around local x'-axis where x' is the local x-axis after the roll (z-axis) rotation?

and that the yaw rotation is around the final y''-axis ? (y being initial, and y' being the y-axis after pitch).

cheers :)

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Re: Vector rotation order

Post by tlow » Thu Nov 01, 2007 4:34 pm

I suspect that the answer given, that the angles are about the moving axis is incorrect. The typical Euler angle convention is to rotate about (Y) through angle (Yaw), then about the new (X) by angle (Pitch) and finally about the new Z by angle (Roll). This gives the same result as rototing about a fixed( Z) by (Roll)followed by a rotation about a fixed (X) by (Pitch), and finally about the fixed Y by (Yaw). It seems unlikly that they would use the latter order of rotation but use body rotated axes rather than the conventional body fixed axis.

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