Ask a pilot how their aircraft is oriented and they won't hand you a
The idea is to reach any orientation by three successive axis rotations, each with its own intuitive name.
Step 1 — yaw: turn about the up axis. Like shaking your head "no", this swings
the heading left and right. Taking up as
Step 2 — pitch: tip about the right axis. Like nodding "yes", this raises and
lowers the nose. Taking right as
Step 3 — roll: bank about the forward axis. Like tilting your head toward a
shoulder, this banks left and right. Taking forward as
Step 4 — compose the three rotations. The full orientation is the
Step 5 — read the order right-to-left. Applied to a vector
so the object is rolled, then pitched, then yawed. Order and axis convention
matter. Because 3-D rotations don't commute (see
Euler angles are a joy to author. A designer scrubbing three sliders in an editor — yaw, pitch, roll — gets instant, legible control over an orientation, and a keyframe of three numbers is trivial to store and to interpolate by eye. For posing a streetlamp or animating a turret, nothing beats them.
Engines, though, treat them warily, and not only for the ordering trap above. Stack the
rotations a certain way and two of the three axes can line up, collapsing three independent
dials into two — the orientation loses a whole degree of freedom and the controls fight each
other. That failure has a name,
Euler angles are a fine format for a human to type in — but a poor format to
animate between. It's tempting to smoothly blend from one pose to another by lerping
each of yaw, pitch and roll independently, since they're "just three numbers". Don't: turning
three angles independently doesn't turn the object smoothly. Each angle wraps and jumps on its
own schedule, so the blended path can twist the long way around, wobble, or even sail straight
through a
The robust fix is to interpolate the orientation itself, not its three Euler
coordinates: convert both poses to unit quaternions and
Drag the three sliders and watch the little frame take its orientation, shown in isometric
projection. The rotation applied is