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Is it common to use Euler angles in animation programs/game engines/etc. that allow (x, y, z) rotation entry despite the limitation of potential gimbal lock, or do such programs usually use a different representation in the underlying mathematic manipulation and present the rotating circles/three values for the user's convenience/ease of understanding?


Are the Euler angles the same thing as yaw, pitch, and roll? I remember seeing these as part of the player's position in Minecraft (lol), which has a similar situation where rotation becomes locked (when looking completely up or down) -- curious if that's due to Euler angles.


Do the axes of rotation rotate with the object being rotated? What happens if whether they do or do not is changed?


In 3D Calculus classes, we often represented 3D polar coordinates with only two angle components. Why does it make sense to use 3 angle components here instead of the two angle components like we did in 3D calculus?


What do configurations mean in this case, and can we approximate Euler Angles when we reach the point of Gimbal Lock?


Does it matter what order of axes we use to describe euler angles? I would imagine euler angles where you rotate around x, then y, then z are different from rotating around z, then y, then x