Convert 4x3 rotation matrix to Euler or Quaternion
I've used Forest Pack in 3ds Max to create a forest area, I've then exported all that data as an XML file to recreate the same area in UE's Foliage system. But the rotation is exported as a 4x3 matrix, like this:
How does one convert such a matrix to Euler Angles (FRotator) or Quaternions in C++?
Unfortunately my math skills in this area is rather limited (close to none) so I would really appreciate as detailed information as possible.
asked Dec 02 '16 at 09:01 AM in C++ Programming
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