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?