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When rotating the object locally on the Z axis, the rotation is correct if I do it manually, but if I add a keyframe at the beginning and another at the end, the interpolation does not respect the rotation axis. The beginning and the end are correct, but the intermediate frames are not.

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How can I run the animation and have it behave respecting the local Z axis rotation?

enter image description here

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    $\begingroup$ 3D softwares struggle with this kind of rotation animations, the solution is to parent your object to an empty and tilt the empty, see here: blender.stackexchange.com/questions/129834/… $\endgroup$
    – moonboots
    Dec 3, 2023 at 10:11
  • $\begingroup$ It works. Thank you! $\endgroup$
    – aitor
    Dec 3, 2023 at 10:54

1 Answer 1

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This issue is caused by axis execution order. By default, it is XYZ:

enter image description here

This means that rotations applied in local X axis, then local Y, and after that Z, so that than it comes to Z, object is already rotated somehow, and Z axis is not local anymore.

To fix that, Z axis should go first:

enter image description here

If you want to keep rotation then changing execution order, do if thought quaternions (keyframes should be removed):

enter image description here

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