View Full Version : Question: Not rotated, but still 360°?
AkaKico 09-28-2005, 06:48 PM Hey, Just a little something that's bugged me for some time. Ever since I started I think. I've run into this from version 6 all the way up to 9 on both PC and Mac. I'll be building the hierarchy for a character. At some point some joint will end up rotated to an angle I don't want. So I set c4d to "world" in the coordinates and set the rotation to 0,0,0 But sometimes objects lower in the hierarchy will pop up with a rotation of 360,0,0. Even if I type in 0 again, 360° pops up. I've always managed to work around it, but I'd like to know how to fix it, or at the very least how to avoid it.
I've attached a simplifed scene file. You won't see the problem unless you set the coordinates manager from 'object' to 'world'
Any help would be very... helpful?
Thanks!
Chris
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wuensch
09-28-2005, 07:06 PM
well-- internally C4D is calculating with radians, so after conversion 0 degree or 360 are the same-- its start & end at the same time.
Olli
It's a bug afaik and yes it's annoying.
AkaKico
09-28-2005, 07:46 PM
I don't think it's ever caused me a specific problem. Just wierd. It's good to know I'm not the only one.
Kuroyume0161
09-28-2005, 11:51 PM
I'd say it's a lazy bug, meaning that it has the potential to cause problems but isn't usually a problem, but it could be easily fixed by the developers.
Alright 0d = 360d in a static world. But for animating, I don't think that equivocating these is proper. 0d = no rotation while 360d = 1 full revolution - go ahead, argue with me on that, I dare ya! ;0) And this could lead to confusion if an object is being rotated many revolutions and the values are incorrect by an entire revolution. An animator may bang their head for days trying to figure out why the angle is correct, but the animation is off...
LucentDreams
09-29-2005, 02:40 AM
I don't think it's ever caused me a specific problem. Just wierd. It's good to know I'm not the only one.
your lucky, it cause a problem maybe 8 times out of ten, so yeah its usually not a prooblem but when it is (particularily with xpressions) then man are you screwed, only solution is to make a new object.
Cactus Dan
09-29-2005, 03:12 AM
Howdy,
Kuroyume0161 is right, so I'd advise you not to argue with him. :D
The problem might be in the conversion routine that derives the HPB rotations from the object's Matrix (and those evil Euler angles). There's no way of telling from the Matrix how far the object has rotated because it only knows that the Matrix is pointing in "that" direction, so Cinema 4D has to keep track of the previous rotation to figure out what the current rotation is. It sometimes gets confused, so what I do, that sometimes works, is set the rotation to 10º first and then come back and set it to 0º.
Bones are a little tricky sometimes, too. On the Mac, if you create a bone and go to the side view and drag the bone's handle up and over to the other side it flips and the H rotation shows -180º. then if you drag it up and back the H rotation shows -360º. If you keep dragging it back and forth (in the side view) you'll see the H rotation compounding in the Coordinates Manager until it reaches -2340. Then it just goes back and forth between there and -2160 when you drag it back and forth. It only seems to do it on the First bone and once you drag out another bone from its tip the child bone doesn't seem to have that little problem. It doesn't seem to be doing it on my PC. So,it's a good idea that when you place that first bone, use the Rotate tool to get the first bone into position, then use the handles for the rest of the bones.
Adios,
Cactus Dan
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