# Character Movement

## Head movement

Since the actual human neck and head are rotational joints that move in **3D space**, motion data values are calculated in **three major axes**. At this time, the names of the three axes will change depending on which axis you look at as a reference, and the movements based on each axis will appear differently. First, the **Up vector** and the **LookAt vector** are defined, and then the direction of movement will be determined based on each vector.

<figure><img src="https://1381431913-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F6CBs7vCLqptAiFUTrCYl%2Fuploads%2Ftu1fHO76Xwe9iEqFX5I6%2FImage%20-%2021-%20head%20direction.png?alt=media&#x26;token=f792cecc-ffbc-42ec-bba7-02ead37fdf5d" alt=""><figcaption></figcaption></figure>

### From Up Vector

* If the Up vector is the standard, the x-axis movement becomes Roll, the y-axis movement becomes pitch, and the z-axis movement becomes yaw.

<figure><img src="https://1381431913-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F6CBs7vCLqptAiFUTrCYl%2Fuploads%2FivhbFkHWo1pQ1td0Nqjd%2FImage%20-%2022-%20head%20direction.png?alt=media&#x26;token=debb9c46-8189-439c-8727-90162f61dd37" alt=""><figcaption></figcaption></figure>

### From LookAt Vector

* If the LookAt vector is the standard, the x-axis movement becomes pitch, the y-axis movement becomes yaw, and the z-axis movement becomes roll.

<figure><img src="https://1381431913-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F6CBs7vCLqptAiFUTrCYl%2Fuploads%2FAgXEknjHyTSPCoRiyZzy%2FImage%20-%2028-%20head%20direction.png?alt=media&#x26;token=19e94d9f-33f6-4021-9f2e-69d93988e488" alt=""><figcaption></figcaption></figure>
