title: How to convert three.js rotation to blender rotation?
body: <p>I have some objects on scene and using OrbitControls to move camera around scene. I have found some ideal camera position/rotation to make nice rendering, so I read camera position and rotation and tried to enter them directly in blender to get same view.</p>
  
  <p>Position pasted from three.js to blender camera works well - I get same position like orbited camera in three.js.
  Rotations works different way even keeping in mind that Y and Z are switched.
  Shouldn't it work same way (just with switching Y and Z)?</p>
  
  <p>If not so how to convert those values to be able to set blender camera in same position as in three.js?
  Here is post I wrote on github with some screenshots:
  <a href="https://github.com/mrdoob/three.js/issues/3348" rel="noreferrer">https://github.com/mrdoob/three.js/issues/3348</a>
  How should I read camera rotations so they will rotate camera same way as in three.js?
  I am reading just camera.rotation.x ,y ,z.
  Should I read rotations from some global/local matrix or other way?</p>
  
  <p>Many thanks for any help.</p>
  
  <p>Maciej</p>