this post was submitted on 29 Jul 2025
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For anyone else that needs the reminder, the one on the right is Euler's formula.
https://en.m.wikipedia.org/wiki/Euler%27s_formula
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!
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.