• MonkeMischief@lemmy.today
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    2 days ago

    Oh sweet! That’s the magic that makes rotations work intuitively in Blender and game engines! :D

    … Still can’t say I understand it but I sure am grateful!

      • MonkeMischief@lemmy.today
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        2 days ago

        Wait, you’re totally right! I had it turned around!

        Quaternions avoid the gimbal lock issue, and are more efficient overall, but they’re a bit more complicated to understand.

        Euler is more user-friendly on the editing side of things, and easier to understand, but it’s got some shortcomings. (Maybe that’s why I thought this, perhaps some tutorials were telling me to use Euler at first…? Hm.)

        Both are an option in Blender and Godot for instance, because one might suit a given situation better than the other.