My experiments show that Houdini's rotations use global Euler angles: first about world X, then about world Y, then world Z (assuming XYZ order).
An alternative is Tait-Bryan [en.wikipedia.org] local Euler angles, as in heading/elevation/bank for airplanes.
Is there any built-in way in Houdini to rotate an object using those local Euler angles? (with a bit of math, I'm sure a custom node could be created, but it'd be great if it already exists!)
Rotate object using local Tait-Bryan angles?
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- garyo
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- tamte
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- garyo
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tamte
ZXY may be better representation for your case
That's closer, but I don't think it's quite the same. For instance if you set ZXY mode with (45 degrees of bank), then neither of the other axes (X or Y) rotates around the model's local Y axis to changing its heading.
Well, it's probably not that important – I can convert to/from quaternions.
– Gary
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