GeoffClark
07-29-2006, 01:56 AM
Okay,
Basic question here. I have a character that is performing a turn-around backswing move.
at the end of the move, his pelvis control has rotated to -456 degrees on the Y axis. If I were to use a script that pastes in his starting pose, it would set him back to about -24 degrees, which would spin his whole body around in a horrible way. BUt, I don't want that, I want him to go straight to his rest 'idle' pose, which is a closer position than that.
THe same problem would occur if you animated a rotated sphere around a full revolution, then pasted in the first key to the last frame.
So, I was able to get a better result by baking the curve to a key every frame, then switching to quaternian Interpolation. The rotation takes the closer path to the position.
Should I just make my rig use Quaternian by default or what?
How do others deal with this issue? Especially in game pipelines. Obviously, Characters perform spins all the time in games.... Please Share.
Thanks,
GEoff
Basic question here. I have a character that is performing a turn-around backswing move.
at the end of the move, his pelvis control has rotated to -456 degrees on the Y axis. If I were to use a script that pastes in his starting pose, it would set him back to about -24 degrees, which would spin his whole body around in a horrible way. BUt, I don't want that, I want him to go straight to his rest 'idle' pose, which is a closer position than that.
THe same problem would occur if you animated a rotated sphere around a full revolution, then pasted in the first key to the last frame.
So, I was able to get a better result by baking the curve to a key every frame, then switching to quaternian Interpolation. The rotation takes the closer path to the position.
Should I just make my rig use Quaternian by default or what?
How do others deal with this issue? Especially in game pipelines. Obviously, Characters perform spins all the time in games.... Please Share.
Thanks,
GEoff
