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Rotate a 3D mesh around the world axes using either Euler XYZ angles (in degrees) or a quaternion. The rotation is applied to the mesh’s vertices, and the normals and tangents are rotated as well so lighting and shading remain correct.

Inputs

Common Inputs

euler_xyz Inputs

These inputs appear when mode is set to "euler_xyz".

quaternion Inputs

These inputs appear when mode is set to "quaternion". Note: When mode is "euler_xyz" and all three angles are 0.0, or when mode is "quaternion" and the quaternion is the identity (1, 0, 0, 0), the mesh is returned unchanged. The quaternion is automatically normalized before use; if its magnitude is too close to zero, the node raises an error.

Outputs

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