I have 3 eulerangles x, y and z. Now would like to rotate my object by that angles the same way like in an openGL application. In openGL it worcks like this:
glRotatef(x, 1, 0, 0);
glRotatef(y, 0, 1, 0);
glRotatef(z, 0, 0, 1);
//draw the mesh
I tried in max this:
rotate m (eulerangles x y z)
m is my mesh. The result was diferent then in openGL. Itried also this:
m.rotation.controller[1].value=x
m.rotation.controller[2].value=y
m.rotation.controller[3].value=z
but the result was still wrong. Any idea how to archieve the same result as in openGL?