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Home/ Questions/Q 6871523
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Editorial Team
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Editorial Team
Asked: May 27, 20262026-05-27T03:49:00+00:00 2026-05-27T03:49:00+00:00

I have a superclass object which represents a model in a scene. This object

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I have a superclass object which represents a model in a scene. This object contains a 3D vector, position for its location and three variables x, y and z to describe its rotation around those axes. Its transformation matrix is calculated as follows:

Matrix.CreateRotationX(x) *
Matrix.CreateRotationY(y) *
Matrix.CreateRotationZ(z) *
Matrix.CreateTranslation(position)

This is all working fine, except in some circumstances I need to calculate the values for x, y and z based on a normalised directional vector and an up vector. How can I do this?

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  1. Editorial Team
    Editorial Team
    2026-05-27T03:49:01+00:00Added an answer on May 27, 2026 at 3:49 am

    Convert the matrix to a quaternion:

    Quaternion q = Quaternion.CreateFromRotationMatrix(matrix);

    then copy and paste the last method found on this page and run your quaternion through it.

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