Understanding 3D Rotation in Three.js: Euler Angles, Quaternions, and Gimbal Lock Explained

:rocket: Finally published my deep dive into one of the most misunderstood topics in Three.js: 3D Rotation.

Rotation looks simple at first:

“Just change X, Y, and Z values, right?”

But when you work with real 3D applications, things become much more complex.

In this article, I explain:

:small_blue_diamond: How Euler angles work
:small_blue_diamond: Why Rotation Order matters
:small_blue_diamond: What Gimbal Lock really means (with real-world examples)
:small_blue_diamond: How Quaternions solve rotation problems
:small_blue_diamond: When to use Euler vs Quaternion in Three.js
:small_blue_diamond: Practical Three.js code examples

I spent a lot of time simplifying these concepts because understanding rotation is a foundation for building better 3D experiences.

If you work with Three.js, WebGL, Game Development, AR/VR, or 3D graphics, I hope this helps you understand rotations more deeply.

:pushpin: I would love to hear your thoughts:

  • What was the hardest part of 3D rotation for you?
  • Do you usually work with Euler angles or Quaternions?

If you find it useful, please consider:
:heart: Like
:repeat_button: Repost to help other developers discover it
:speech_balloon: Share your experience in the comments

Let’s make 3D knowledge easier to learn together.

threejs webgl javascript #3DGraphics #ComputerGraphics #FrontendDevelopment creativecoding #GameDevelopment #ARVR #OpenSource

1 Like

Uhh, I don’t understand this TBH. Why would anyone read this if they can ask GPT to generate the same thing? It’s obviously AI slop.

Plus, this has to be the most covered topic in 3d. There have to be thousands of human written tutorials out there.

Thanks for sharing your perspective. I understand your point that many 3D topics have already been covered, and I agree that AI can generate explanations about many technical concepts.

However, the purpose of my articles is not just to repeat a definition or create generic tutorials. Most of the time, I write about topics that I personally encounter while working on real projects. When I face a problem, I research it using available resources, documentation, existing tutorials, and AI tools. Then I test different approaches in an actual production environment until I understand what works, what doesn’t, and why.

Yes, I use AI to help improve the wording and structure of my writing. I think using AI as a tool is similar to using documentation, search engines, or IDE assistance. But the important part is the practical process behind the article: the hours spent debugging, testing, comparing solutions, and finding an approach that actually works in a real project.

Sometimes it takes me 2–3 hours to reach the right solution, and sometimes even longer to turn that knowledge into a clear explanation. The goal is to save other developers that time by sharing the lessons learned from that process.

Of course, if someone already knows the topic and searches for it directly, AI can probably provide a quick answer. But often we don’t even know what we don’t know — we only discover these concepts when we face real problems.

If this type of content is not useful for you, that’s completely fine. But I believe there is still value in sharing practical experiences and lessons learned from real implementations.