View Full Version : Wiring Local Rotations.. Is it possible?
Hello there
I'm having some trouble with wiring in Max.. I want to wire the local X rotation of a dummy to the local X rotation of another dummy. Now it seems that max can't handle this.
It works OK when you are just rotaing on the X axis but then if you rotate it a bit on the Y and Z it will think that the X has is being rotated and pass it down the wire to the other object... It's as though it doesn't work on local rotations. :shrug:
Could this be true!
Is all hope lost?
:insane:
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martinc
09-29-2002, 02:57 AM
It's because Local coordinate space doesn't exist. If you are only rotating on 1 or sometimes 2 axis, depending on the axis order, it will work fine.
Try this. Open up the curve editor and watch the curves when you animate on all three axis. You will eventually see that rotating one axis will alter all three curves. This is because it is having to use all three curves to produce the rotation that you are wanting.
If you switch to Gimble mode you will also see how you can accurately rotate the object.
One way around you problem is to use heirarchies. You can wire the X rotation to another object, link that object to another, and rotate the parent object in the other 2 axis. This is a problem with Euler angles in general.
Hope this helps
Martin
dvornik
09-29-2002, 03:46 AM
You know, I just tested it and I don't think there's a problem there. Make sure after you create your dummies to go to Hierarchy tab and "Affect Pivot Only" and then "Align to World" (it even works without it, but to be on the safe side). Then assign Euler XYZ ROTATION controller to each one. Then wire rotation X to X, Y to Y and Z to Z. Or did I miss something? I can rotate one on any local axis and the second one follows.
thanks dvornik, but i'm talking about only wiring the local X axis.
and to martinc... thanks I'll give that a try.
dvornik
09-29-2002, 02:21 PM
Oh, I got you. Just the local X without the rest of them... Sorry.
DarkMantid
10-02-2002, 12:57 AM
Apparanty Max 3 had a Local Euler XYZ controller but for some reason it doesn't exist in max 4 or 5.... Maybe you could pick up a recompile of it for max 4/5 from somewhere on the net? Anyone seen this ?
martinc
10-02-2002, 03:20 AM
To get the same effect as the old local euler controller all you need to do is set your axis order to ZYX. Thats all that was different between regular Euler and the Local Euler controller.
If you have something set up that you know what axis you are going to be rotating the most, set those axis first. That should help take care of any strange rotations. If you need to rotate on all three axis, it will still be best to have more than one object to control all three axis to avoid gimbal lock, which unfortunatelly is the nature of Euler rotations.
Martin
anticz
10-02-2002, 07:20 AM
A breif explanation of what this 'Gimbal Lock' thing really is.
http://www.anticz.com/eularqua.htm
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