I have Euler angles from a right handed system that I am trying to convert to a left handed system. All the information that I have read online says that to convert it simply multiply the axis and the angle in the correct order and it should work. In other words, Z * Y * X. When I do this what I see in Maya, and in engine still do not match up.
This is what I have so far:
static Quaternion ConvertToRightHand(Vector3 Euler)
{
Quaternion x = Quaternion.AngleAxis(-Euler.x, Vector3.right);
Quaternion y = Quaternion.AngleAxis(Euler.y, Vector3.up);
Quaternion z = Quaternion.AngleAxis(Euler.z, Vector3.forward);
return (z * y * x);
}
Keeping the -Euler.x helps keep the object pointing up correctly, but when I pass ( 0,0,0) to face in the -z, it faces in the +z. Help :/