Quaternion / Euler Angle Converter
Euler angles to quaternion and back, in degrees, convention stated.
Convention matters
This converter uses the common aerospace convention: intrinsic Z-Y-X, applied yaw then pitch then roll, angles in degrees, right-handed axes. Engines differ: Unity applies Z-X-Y with a left-handed Y-up world, Unreal uses its own left-handed variant. Same quaternion, different Euler numbers, so always check what your engine means by 'pitch' before pasting values across.
Why engines store quaternions anyway
Quaternions interpolate smoothly (slerp), compose cheaply, and never gimbal-lock. Euler angles exist for humans: three readable numbers in the inspector. The lock happens at ±90° pitch, where yaw and roll collapse onto the same axis and the conversion back from a quaternion becomes ambiguous; if your pitch output sits at exactly 90, that's why the other two look strange.