Rotation Transformation Values from Camera to Target


With a bit of c# we can get the yaw+pich+roll values:

  private void RunScript(Transform X, ref object yaw, ref object pitch, ref object roll)
  {
    double y = 0;
    double p = 0;
    double r = 0;
    X.Linearize();
    X.GetYawPitchRoll(out y, out p, out r);
    yaw = y;
    pitch = p;
    roll = r;
  }

vector issues_re.gh (14.4 KB)

The rotations from plane system A to plane system B must be done in the correct order Y > P > R
This is only for rotations.

For positions… that is another matter. You can again use world absolute coordinates and relative positions, or use the coordinate system of the start position system.

It really depends on the context…

If also this is not what you needed, I don’t know what else to do…