Difference between object angles in Unity vs 3dsMax? (NOT Z/Y Axis related)

I’m failing to find any logic connection between object angles in Unity compared to 3DS Max.

In the image below I did some tests trying to find the matching object orientations between unity and 3DSmax, but the results differ wildly:

In the first example both use a rotation of (30, 30, 30) degrees.

In the second I could match the orientation making the Z rotation in Max (0, 30, -30) the negative of the Y rotation in Unity (0, 30, 30).

Applying that ‘formula’ in the third example (30, 30, 30 vs 30, 30, -30) still causes two different orientations however.

Could anyone shed some light on this, or come op with a formula/code snippet to get matching object rotations?

In 3D Max…

  1. Reset Pivots
  2. Rotate Pivot -90 around x (it might be +90 - I forget which)
  3. Export.

If done correctly, when you import to Unity, all should have an identity rotation of 0,0,0

Thanks, I am aware of the Axis difference, but that is not the issue here.

I’m trying to create a custom 3D model importer, which uses MaxScript to export model data to TXT format which my Unity game then reads. But as mentioned above, object angle rotations appear to have a completely different meaning in Unity and Max, so the imported orientations are wildly incorrect.