Take the 2-minute tour ×
Game Development Stack Exchange is a question and answer site for professional and independent game developers. It's 100% free, no registration required.

Yaw is the object turning as if it is spinning on a lazy suzan (one of those spinning plate things you get in chinese restaurants), pitch is pointing the nose up or down, and roll is as if the object is doing a barrel roll.

My question is, do these directly relate to the x, y and z axes? as in, is yaw x, pitch y and roll z? Because If I orient a 3D plane forward using the direct x coordinate system (where z is forward, x is right and y is up) yaw pitch and roll would correspond to the y, x and z axes respectively.

Are they always defined by the axes or are they coordinate system specific?

share|improve this question
    
They definitely are orientation specific, check out Gimbal Lock : en.wikipedia.org/wiki/Gimbal_lock –  Valmond Sep 29 '11 at 18:08

1 Answer 1

up vote 1 down vote accepted

Yaw, pitch, and roll are coordinate-system-specific. They're also potentially orientation specific, if the system also allows 'local' mode in addition to 'global' mode.

For instance, I believe that traditionally engineering/architecure use z as the 'up' (out-of-the-page) axis. There are some game engines that do this, as well.

Keep in mind that the actual name of the axis (x, y, z) doesn't really matter - it's what they represent (and the expected order thereof) that does. For instance, if I pass [front, side, up], but I'm talking to something that expects [up, front, side], things aren't going to be the way I expect.

share|improve this answer

Your Answer

 
discard

By posting your answer, you agree to the privacy policy and terms of service.

Not the answer you're looking for? Browse other questions tagged or ask your own question.