I'm writing a simple exporter for 3dsmax to export to a particle engine in Flash, however I'm running into issues that are a bit beyond me.
I've managed to do the first bit, which is to transform coordinates using a matrix:
mxYUp = matrix3 [1,0,0] [0,0,1] [0,-1,0] [0,0,0]
mxCam = cam.transform
mxCamYUp = mxCam * mxYUp
mxCamYUp.rotation as eulerangles
however, my rotations seem to have an extra -180 degrees on them.
Can anyone explain what I should be doing here? The guy doing the Flash side reckons that the rotations should come out as [0,0,0] which seems fair to me if that's what they are in 3dsmax anyway.
Can anyone shed any light?