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General 3D rotations

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Other 3D rotation matrices can be obtained from these three using matrix multiplication. For example, the product

represents a rotation whose yaw, pitch, and roll angles are α, β and γ, respectively. More formally, it is an intrinsic rotation whose Tait–Bryan angles are α, β, γ, about axes z, y, x, respectively. Similarly, the product

represents an extrinsic rotation whose (improper) Euler angles are α, β, γ, about axes x, y, z.

These matrices produce the desired effect only if they are used to premultiply column vectors, and (since in general matrix multiplication is not commutative) only if they are applied in the specified order (see Ambiguities for more details). The order of rotation operations is from right to left; the matrix adjacent to the column vector is the first to be applied, and then the one to the left.[1]

  1. ^ "Rotation Matrices" (PDF). Retrieved 30 November 2021.