View Full Version : How to convert Rotation Order XYZ to XZY?
Gräck 03-22-2005, 09:05 AM Hello,
is there a way in 3ds max to convert XYZ rotations to XZY without effecting the animation? I tried it with an orientation constraint. I created a helper with XYZ rotation order and attached it to my original animated object (which also has XYZ rotation order) with orientation and position constraint. I converted this to keyframes and I got a baked animation into the helper. Now I switched the rotation order of my original animated object from XYZ to XZY. The look of the animation changes. Now I assign an orientation constraint and grab the helper with the baked original animation as target. When I convert this to keyframes, the rotation order is XYZ, not XZY.
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Rungy
03-26-2005, 08:13 AM
Why are you doing this ?
Gräck
03-26-2005, 01:04 PM
I'm doing this because our game engine works with XZY order, so I have to convert XYZ to XZY before export. It's a little bit strange because normally you don't have to do that if you have the right exporter for max. But I can't export rigid animations with it yet but maya does. So I have to go from max to maya and then export it. To do this correct I have to convert XYZ to XZY because maya works with XZY. But we are already working on an exporter for max which supports rigid animations so this is not a very important problem.
Rungy
03-26-2005, 09:37 PM
I tell all programmers to stay away from controller "values" for data being exported.
There is no way to identify what kind of controller an animator may want to use, and in a lot of cases the controllers are list or scripted.
I tell them to dump the transforms on a per frame basis, if they can use a b-spline compression alogrythm cool, if not then at the very least they should just sample the transform values.
Maya and Max handle transformation matrices very differently , they both use matrices, but the elements are setup different in each respective matrix. So converting from one to the other is as simple as shifting data around the 3d matrices. Unfortunately you cannot write to transforms in Maya like you can in Max.
Exporting Euler data is a very old, simple and sloppy way of handling data. 3d matrices are better, but quaterions are the new prefered cutting edge method of working with transforms....MUCH faster and more efficient.
Ranjeet "Rungy" Singhal
Director of Art and Animation Technology
Ritual Entertainment
Dallas TX
Gräck
03-27-2005, 06:51 PM
Thanks for your reply. I will forward this to our lead programmer, maybe your information is useful for him...
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