How read World Y-Axis from Free Camera


#1

Hi Guys,

i have look 1-2 hour at the manual, but my english is very poor. How can i read the Y-Value of a Free Camera.

thank you guys so much for help.

mfg
hot chip


#2

Use quatToEuler2 on the rotation.controller.value should return what you want.

quatToEuler2 <quat> [left]Returns the same Euler value for the given Quaternion as shown in the Transform Type-In dialog. Available in 3ds Max 2008 and higher. Previously available in the [AVG ] Avguard Extensions.
It only works properly when using it on the rotation.controller.value. For example in a test scene I have rotations displayed as X:-28.3988 Y:-4.72909 Z:-33.7424 in the UI.

quatToEuler2 $.rotation
(eulerAngles 26.431 -11.7636 32.1679)
[/left]
[left]quattoeuler2 $.rotation.controller.value
(eulerAngles -28.3988 -4.72909 -33.7424)

-Eric

[/left]


#3

ah cool Eric, and thank you very much. I try that.

mfg
hot chip


#4

Right-hand vs left-hand rotation,
Also apparently there is no difference between quatToEuler and quatToEuler2

quatToEuler2 (inverse $.rotation)
quatToEuler2 $.rotation.controller.value
(eulerAngles 44.4497 -27.0388 -29.3219)
(eulerAngles 44.4497 -27.0388 -29.3219)
quatToEuler (inverse $.rotation)
quatToEuler $.rotation.controller.value
(eulerAngles 44.4497 -27.0388 -29.3219)
(eulerAngles 44.4497 -27.0388 -29.3219)


#5

Just for the sake of mentioning, you could also use the ExposeTransformHelper. Might be a lil’ too much in this example, but when it gets more complex it really gives easy access to all those values (even has this ‘copy to maxscript’ button beneath every value).


#6

Thanks for that note on the topic, I guess that is what this Note from the Maxscript Help is referring to:

Note: Rotation in the internal transformation matrices is left-handed in contradiction to the 3ds Max user interface and MAXScript. Take care when mixing rotation derived from these matrices and rotation used in rotation-related functions or from rotation properties.
-Eric


#7


#8

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