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Home/ Questions/Q 7091653
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Editorial Team
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Editorial Team
Asked: May 28, 20262026-05-28T08:12:46+00:00 2026-05-28T08:12:46+00:00

I’ve just started with Three.js. Like really just now. After playing with it for

  • 0

I’ve just started with Three.js. Like really just now.

After playing with it for an hour or so and building a tool that helps me understand how the different elements work together (Camera, Light, Objects), I found something strange.

The tool: http://hotblocks.nl/tests/three/cubes.html

This is the current default set up:

  • the Camera is positioned 210 upwards and
  • 500 backwards and
  • 246 to the right
  • the Camera is rotated slightly to the left
  • the light is directly above and shines in all directions

As you can see, the objects are at the very bottom of the viewport. So I want to turn the Camera downward, so I can see more of them.

Try that: turn camera.rotation.x down.

That works, but the angle of rotation is wrong! Instead of the Camera rotating, it’s the World rotating around its Z axis.

That’s not right, is it?

The Y axis is also wrong. It rotates the World around its Y axis.

Rotating the Camera around its Z axis, works perfectly: the Camera rotates, not the World.

Am I doing it wrong? Or understanding it wrong?

PS Since the Camera rotation is only around its Y axis, the objects’ vertical edges should be vertical in the result as well. In the default set up, they are. Rotating the camera around its X axis, shouldn’t change that, but it does. Only rotating around its Z axis should change that (and it does). Am I wrong?

PPS I know about Camera.lookAt( THREE.Vector3 target ), but that changes the rotation of the camera, including its Z axis, and that shouldn’t be necessary, logically.

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  1. Editorial Team
    Editorial Team
    2026-05-28T08:12:47+00:00Added an answer on May 28, 2026 at 8:12 am

    Answer received on Github: https://github.com/mrdoob/three.js/issues/1163

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