For your needs it seems like euler angles are the way to go. (I assume you mean plane as in “aeroplane”, not the infinite flat thing?)

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I have been doing lots of reading and some coding on each of the three methods I have most popular to rotate a plane in 3d space.

That is, Euler tracked straight rotation of matrix by those angles. Matrix rotation via the Axis of the model, and also Quaternion.

I found the Quats had the easiest method for rotation over delta time, but I was unable to find a method to track the angles so you could constrain the rotations along a certain axis (such as the Z axis so Roll would only go to a certain amount)

Does anyone know of a good article about this or have first hand experience with these problems?

Thank you for your time…