# Converting from LH Eulers to RH Eulers

## Recommended Posts

Hi, I am trying to write an exporter from Max into D3D, but my rotations are not working correctly. I understand now that the problem is that Max uses a right-hand system and D3D uses a left hand system. What is the best way to convert my euler angles from Max into a right hand system? I read that I cannot simply negate them, but that I have to convert to a matrix and back again, is this true? As an additional problem, z and y in Max are reversed in D3D. How will this affect the conversion? Thanks all

##### Share on other sites
for the YZ thing:

float temp = vec.y;vec.y = vec.z;vec.z = -vec.y;

tends to do the trick nicely.

##### Share on other sites
Quote:
 Original post by MENTALfor the YZ thing:*** Source Snippet Removed ***tends to do the trick nicely.

I assume you mean...
float temp = vec.y;vec.y = vec.z;vec.z = -temp;

##### Share on other sites
ooops :)

well the idea was right anyway!

## Create an account or sign in to comment

You need to be a member in order to leave a comment

## Create an account

Sign up for a new account in our community. It's easy!

Register a new account

• ### Forum Statistics

• Total Topics
628379
• Total Posts
2982349

• 10
• 9
• 15
• 24
• 11