View Full Version : Bad Rotations on Pitch
Zithen 03-26-2005, 03:32 AM I'm realizing that when I move the Pitch Handle in either local, world or screen mode, it never goes beyond 90/-90 value wise, yet on the screen it rotates as expected. The Pitch value stays inbetween 90-0-(-90). And when it goes past 90degrees, messiah creates keys for the other angles, resulting in unexpected twists and turns in an animation.
I don't get this with the other rotations.
Is anyone else getting this? Why is this happening? If there is a purpose for this, it seems counterintuitive at the moment.
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lmilton
04-05-2005, 04:20 PM
Rotating pitch past 90 degrees is not usually necessary with character animation. However, you can achieve this in parent coordinates. Having said that, we will be making some cool modifications to the transformation system in later updates.
-lyle
Does that mean that heading and bank wouldn't swap 180° anymore beyond 90 degree pitch values in local coords, or when baked, or when using computed values...? That would be sooo cool! :)
ThomasHelzle
04-05-2005, 07:49 PM
we will be making some cool modifications to the transformation system in later updates. That is very good to hear!
While the Edit Sphere reflecting the actual rotation was a nice first step, further improvement is needed for navigating/animating.
Beside the rotational stuff already discussed here, I think it would increase the interaction speed a lot if the Editsphere would react more predictable. I was never able to get used to the fact that each object saves it's last used channel. Each time I switch objects, I have to make sure the right transformation is active and I make mistakes all the time.
To me it feels as if every object is always in the wrong mode ;)
I personally would highly prefer what most other software does: having the transformation mode independent from the selected object.
IMO The most simple way to implement it would be, to make objects no longer save their state individually, but use one state for all objects. Make this a preference and I would be two to ten times as fast when working with animate.
Thanks a lot for the heads up - I look forward to the improvements! :thumbsup:
Beside the rotational stuff already discussed here, I think it would increase the interaction speed a lot if the Editsphere would react more predictable. I was never able to get used to the fact that each object saves it's last used channel. Each time I switch objects, I have to make sure the right transformation is active and I make mistakes all the time.
To me it feels as if every object is always in the wrong mode ;)
It´s kinda nice to not have the Edit Sphere channel pressed and adjusting it while animation is playing , it´s cool for that, but i can do the same in the Graph Editor anyway :)
Could it be that the channel would be active ONLY when selected on the Graph?
Just select the key channel press play and adjust at will on the Graph or on Screen, but only if the key was selected on the Graph.
I personally would highly prefer what most other software does: having the transformation mode independent from the selected object.
I second this :)
OZI_Jason
06-07-2005, 12:30 AM
I'm probably asking the impossible question but when are the above mentioned changes to be expected?
Will it be in the next month or 6 months?
I am preparing a rig in M:S and if all goes well I will be using it in a realistic human character that’s in a soccer game + a cartoon style game with a toga wearing character (eeek!).
I will be interested in seeing the results and if a new innovative way of handling the rotations on '-90' deg pitch and beyond rotations.
Even in LW if you make a null (in parent coord mode) and set it to -90pitch, set the coord system to world, then rotate it about, then you will see that the heading and pitch goes nuts as well in I think the exact same way.
In LW when you mouse the control to go back from -90 to -45 all is well with the H+B channels. However if you try to go over -90 to say -110 the pitch reverses direction and the H+B flip to -180 and 180 respectively.
Lyle sorry I’m no rocket scientist ;-D but is the above situation a thing that’s here to stay in 3D? I'm assuming it happens in the other 3D programs? See below thread:
http://www.cgtalk.com/showthread.php?t=246978 (http://www.cgtalk.com/showthread.php?t=246978)
I suppose in the short term i should find another way to fix my spine alignment issue with some math expression thingo so I can keep my controls at 0h-0p-0b world coords.
Thanks,
Jason
stooch
06-15-2005, 04:44 PM
yeah i second that one. When exactly can we expect all these new fixes? (i wouldnt call them features)
Also, im still interested in the autorigger, i know its easy to setup and fun to work the IK for messiah (and i did finish that fido animation on time by the way), but im still missing the autorigger because it would have saved me alot of personal time i ended up giving up. I know its meant for beginners and all, but sometimes you just want to have something done in a very short deadline and having that "beginners" tool would have allowed this pro to avoid working two weekends in a row... Sometimes having a well polished and "pro" rig needs to take a back seat to getting the project done on time - especially if the feature is promised as much as it is. I hope this tool is the number one priority at this time... Also, that pitch gimbal lock issue set me back quite a bit, after realizing that i have to deal with it after i thought my rig was all set and ready to go. During the last project i went from loving the program, to hating it and then back again.
Panikos
06-16-2005, 09:13 AM
Personaly I find the old messiah-plugin way of rotation more solid
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