   Stuck with connecting DirectX and Physx issues
  I am trying to load a .x File of a car with hierarchy in my directx engine. The mesh file get loaded fine and is rendered correctly.The hierarchy is Main bodyLeftFront WheelRightFront WheelLeftRear WheelRightRear WheelAll the wheels are children of Main Body..The issue is how to get the updated values from Physz converted into correct format for the Directx. any suggestions anyone.. please   
  this site has an article of intergrating physx into dxhttp://crolengi.wordpress.com/2009/05/18/directx-physx-english/"get the updated values from Physz converted into correct format for the Directx."you get NxMat3x4 from PhysX and Convert it in D3DXMATRIX for directx   ;Quote:Original post by e3d_ALiVEthis site has an article of intergrating physx into dxhttp://crolengi.wordpress.com/2009/05/18/directx-physx-english/"get the updated values from Physz converted into correct format for the Directx."you get NxMat3x4 from PhysX and Convert it in D3DXMATRIX for directxThanks for the link, it is very useful.Since I am passing only roll, pitch, yaw between my physx and Directx, how to now convert D3DXMatrix to roll, pitch, yaw... any suggestions on this front??;  directx & physx uses quaternions as rotationyou can convert yaw pitch roll(euler) to quaternion, but back convertion is hardin any case you get NxMat3x4 from Actor or any other physx objectyou set it column major(as site suggests)then you either use D3DXMatrixDecompose on that matrix to extract rotationif u need to convert yaw,pitch,roll into d3dxmatrix there is helperd3dxmatrixrotationpitchyawrollcheck dxsdk documentation   ;Quote:Original post by e3d_ALiVEdirectx & physx uses quaternions as rotationyou can convert yaw pitch roll(euler) to quaternion, but back convertion is hardin any case you get NxMat3x4 from Actor or any other physx objectyou set it column major(as site suggests)then you either use D3DXMatrixDecompose on that matrix to extract rotationif u need to convert yaw,pitch,roll into d3dxmatrix there is helperd3dxmatrixrotationpitchyawrollcheck dxsdk documentationI tried using the actor rotation to set the column major and use it for apply rotation to my object but it doesnt work.. it still appears incorrectly oriented, somethign like 90degrees out of sync   