3D relative angle sum calculation
One possible solution I found: (r2 * Quaternion.Inverse(r1)).eulerAngles.Y
One possible solution I found: (r2 * Quaternion.Inverse(r1)).eulerAngles.Y
First read: Understanding 4×4 homogenous transform matrices as I use terminology from there. Well I was too lazy to equate the whole stuff for my environment but based on this: Computing Euler angles from a rotation matrix The resulting 3D rotation sub matrix of m for any rotation order will always have these therms: (+/-)sin(a) … Read more