Why does changing one rotation component effect others?

Hi,

I am trying to set some transform on bones in my AnimNode. I just basically set the transforms directly as shown in the image below. Why does changing the Rotation Y also change Rotation X and Z ?

In my code I am just assigning the transform to the BoneCSTransform.

Best,

darkZ

Hello darkZ,

This is due to how rotation is set up in UE4 and the use of Quaternions. More information can be found at that link, but I’ll try to give a simple explanation. When you’re changing the Y in this way, the X and Z change to match the rotation once the Y goes past it’s limit, which is between -90 and 90 in this case. You may also see this when trying to rotate something to make a complete 360 rotation.