To begin, here's my code:

import bge
from bge import logic
import random
from math import degrees

cont = logic.getCurrentController()
own = cont.owner
scene = bge.logic.getCurrentScene()
rotation = own.worldOrientation.to_euler()
rotation_x_round = round(degrees(rotation.x), 3)
rotation_y_round = round(degrees(rotation.y), 3)
rotation_z_round = round(degrees(rotation.z), 3)
own["x"] = rotation_x_round
own["y"] = rotation_y_round
own["z"] = rotation_z_round

own.rotation_euler = Euler((10, 10, 10), "XYZ")

I am trying to set the rotation of my object, not add rotation. In the code, own.rotation_euler is what creates the error. It is telling me there is no attribute "rotation_euler," so I tried changing the line to the following: own.worldOrientation = (10, 10, 10). This one works; however, as I've assumed, it didn't rotate it correctly as it rotated the object to a number which seemed independent of my input. I have come up with my code from this question. Why does Blender's rotation_euler not work? Thanks!

Also, the .blend (that you can use as a start) can be found here.



A KX_GameObject has no attribute called "rotation_euler".

What you request for is KX_GameObject.worldOrientation or KX_GameObject.localOrientation as you mentioned in your question description.

Be aware the orientation is a 3x3 matrix. The setter accepts Euler and a 3-tuple with Euler coordinates for your convenience. It will automatically convert it to a 3x3 matrix.

I'm pretty sure your observation of

[...] it rotated the object to a number which seemed independent of my input.

is not correct.


You answered your question by yourself: own.worldOrientation = (10, 10, 10).


  • A rotation matrix does not deal with angles, it is a linear equation system. It is a Cartesian coordinate system. You will never be able to directly read any angles from it. But you can convert the coordinates to a different coordinate system e.g. polar coordinates via mathutils' Matrix.to_euler(order, euler_compat).

  • Euler coordinates are angles given in rad (not degree). It is a Polar coordinate system.

  • The value 10rad will automatically reduced to the first period of the radian angle measure system's range (-pi ... +pi) which is -2.5664rad or -147°.

  • To convert degree to radian you can use the python library math e.g. math.radian

  • $\begingroup$ No problem, I removed the reference to the old question $\endgroup$ – Monster Dec 16 '15 at 9:15
  • $\begingroup$ cool will remove the comment :) $\endgroup$ – zeffii Dec 16 '15 at 9:16
  • $\begingroup$ "You answered your question by yourself: own.worldOrientation = (10, 10, 10)." I am a bit confused. I looked up for some information about the orientation, the "3x3 matrix." I couldn't come up with a solution. I was trying to set the object's rotation to 10, 10, 10. I am not sure how it is coming up with -32.958... Again, this could be because I am not familiar with the orientation. Could you explain a little? I'd greatly appreciate it. And as always, thank you for the answer! :) $\endgroup$ – blackhole Dec 17 '15 at 3:37
  • $\begingroup$ I added some more details. Does that help you more? $\endgroup$ – Monster Dec 17 '15 at 5:07
  • $\begingroup$ Thank you for adding the information. It helped me a lot. It cleared up a lot about what I've been confused about, especially the links. I have finally come up with a conclusion. It has 2 parts, here's part 1: eul = mathutils.Euler((math.radians(10), math.radians(10), math.radians(10)), "XYZ"). Also, here's where the rotation takes place (part 2): own.localOrientation = eul.to_matrix(). Thank you for the information! :) $\endgroup$ – blackhole Dec 18 '15 at 17:32

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

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