Right Handed Row Major Rotation Matrix Conversion

Fixed: Local Space problems

Hi guys
I have run into a snag. I know this has been addressed numerous times on this forum but somehow none of the examples given work. I simply cannot believe it.

I first inserted the matrix in to unity in row order, then transposed it

           //rot is a float[9] containing the row major rotations
           mat.SetRow(0, new Vector4(rot[0],rot[1],rot[2],0));
            mat.SetRow(1, new Vector4(rot[3],rot[4],rot[5],0));
            mat.SetRow(2, new Vector4(rot[6],rot[7],rot[8],0));

After which I tested and applied numerous codes found in the forum. It seems there is a difference between a rotation matrix and a regular matrix or am I just stupid?

matrix4x4 in unity and a 3x3 rotation matrix dont share values

m4x4 combines translation, rotation and scale into one matrix, columns in a 4x4 represent axis directions
Use this to set values for t r &s

Thanks for the reply

I thought a 3x3 was a subset of a 4x4
I forgot to state that I initialized the matrix as an identity matrix first
I even added the Translation

I cannot use TRS because the model I am working from only has rotational matrices and position values
And the main problem is knowing if I am converting the matrix to quaternion in the right manner and if i am flipping from Right handed to Left handed appropriately

Please don’t laugh at me. I was working in world space instead of local space. Thank you
PS nice node ediotr