← All ideas
  • Published 7 Apr 2026

Geometry Nodes - Relative Rotation expose actual local rotation

Hello, currently in Geometry nodes when you use original you can get a rotation from 0° to 360° (which actually goes back to 0°). However as soon you use something like 363° it turns into 3° inside geometry nodes, that way it is only with some simulation nodes possible to get how many turns an object did. And while drivers might can be a fix for that, this actually goes against the procedural thought. The same applies for the newly introduced Bone Info node. Geonodes issues.png Here the simulation nodes setup one would need to track the real desired rotation that doesn't go 359°->0°:

I really hope we get a simpler way to access the local rotations like they are in the object transform. Thanks everyone for contributing.

Just in case the mp4 fails processing:

100%

Development Status: Open

Upvote 5 Downvote 0
tarou
7 Apr 2026

2 Comments

maxime1

I think a great thing would be to be able to change the "Mode" from Quaternion (WXYZ) to XYZ Euler, just like in the Object Properties under the transform tab. Because yes, in the Transform tab, when you have an object with a rotation degree that is higher than 360°, and you switch to Quaternion, it will adapt its value to fit in the proper range. Even going back to XYZ Euler will change the degree ° value to be in the 360° range.

So the way it works currently makes sense, but I agree with the limitations and there was times for me that have been frustrating because of the lack of possibility to just get the exact rotation transform values in geometry nodes without the use of trickery

winclub44

+1 from me. This feels like one of those tiny changes that would make Blender feel more polished day-to-day.