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.
I thought the magic that makes rotations work intuitively in games was quaternions.
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.