It is well known that Unity use left-handed,Y-up,ZXY order,but other 3dsoftwares not. I find how Unity convert 3dsmax rotation angle(right-handed,Y-up,XYZ order):
Vector3 ConvertXYZToZXY(Vector3 angleXYZ)
{
Vector3 rightHanded = new Vector3(angleXYZ.x, -angleXYZ.y, -angleXYZ.z);
Quaternion qx = Quaternion.AngleAxis(rightHanded.x, Vector3.right);
Quaternion qy = Quaternion.AngleAxis(rightHanded.y, Vector3.up);
Quaternion qz = Quaternion.AngleAxis(rightHanded.z, Vector3.forward);
Quaternion result = qz * qy * qx;
return result.eulerAngles;
}
But I am stuck how to Convert Unity Euler to 3dsmax's. Appreciate any reply!