I've tried many formulas and conversions, but nothing gave me the result I expect.
The scenario is very simple:
How the 3DS Max and other 3D softwares make the "transformation" of an increment in local rotation to the global absolute rotation?
An example can help you to understand: 3DS Max - Maya - Modo (all three gave me the same result, so I'm inclined to believe that this result is correct.) Assuming Absolute rotation order as XYZ.
1. World Rotation Y = 35.0;
2. Local Rotation X = 35.0;
After these transformations, in that order, I look at the World Absolute rotation and what I see is X:40.524 Y:-28.024 Z:-21.881
How they achieve that result? What kind of formula? Using matrix, Euler angles or quaternions, whatever, how can I get the same result?
Thank you.
PS: A simple solution could be use of a quaternion or a matrix, add the local rotation into the global and then retrieve the absolute result. But this doesn't work well, because at this way we don't have control over the rotation order, the result always come using the order of the formula to retrieve the values.