PDA

View Full Version : Euler Rotation Continued - Different Problem


bschulte
02-22-2002, 06:41 PM
I did a search for "euler" on the entire forum and read all the posts. Some seemed to address this problem partially. I found out that changing axis order was important for local euler rotation, but it didn't solve much. Here is the problem I am having.

1. Make a box in the top viewport.
2. Change the rotation controller from TCB to Euler XYZ
3. Change the axis order to ZYX
4. Go to the perspective viewport.
5. Turn on animate and make sure rotation is set to local and not view
6. At frame 10 add a Y-rotation key. I just tilted the box down -30. Do the same at frame 20. (I tilted it back up +20 units.)
7. At this point if you look at your curves in trackview, there are only curves for the y-axis, which is expected. We want this. The curve goes down then up. (In trackview, highlight all 3 rotations so you can watch all 3 curves change while you animate)
8. Now go to frame 30 and set a keyframe for a Z rotation. (Only the key for Z is adjusted, just like we want, while "dormant" keys for X and Y are created. So far so good.)

But this is where things get screwy.

09. Staying at frame 30, set a key for Y axis now.

It adjusts the curves for Y BUT, it also starts to adjust the curves for Z and X. If you have the Z-axis curves in trackview visible while you animate, you can see that the key set for Z at frame 30 moves when you animate the Y-axis. Also go watch the X-axis. The key at frame 30 for the X-axis also moves.

This is the problem I've been having. Any suggestions? I talked to both a long time Maya user and a long time Lightwave user. Both use Euler for rotations and haven't run into this problem. They only run into gimble lock. The box represents a hand I am trying to animate. Right now I'm stuck staying with TCB rotations until I find a solution. Any help would be great! :)

Thanks,
Baaron

Ls3D
02-22-2002, 11:06 PM
Every time I have run into something like this I just create a dummy or two, setup a simple hierarchy and keep working with the default TCB controllers.

Link the hand to a dummy centered on same axis, link that dummy to another slightly larger dummy and ka-bam you are back to story telling. Use one of the 3 objects for each of the rotation Ack-Seez.

Is the hand by itself? If not link these components to the root node of your character, or If you are in max 4.x check out some of the new parameter wiring for a workable and fun solution.
A look at controller may even work for a hand and be easy to keyframe. Make it see a point object just off the fingertips?

Now I was up very late last night subdividing a box into a character, so I may be out of my mind yet, but if that problem persist reduce the file to a very simple example of your problem (proxy for the hand) upload it somewhere and get someone to have a look, explaining exatcly what you wish to animate. I'm still happy with 3.1 so I'm perhaps I'm not the one.

-Shea
www.Ls3D.com

:p

bschulte
02-22-2002, 11:14 PM
Thanks Shea, I'll give it a whirl. :)

Baaron

CGTalk Moderation
01-13-2006, 01:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.