View Full Version : Local vs Additive rotations
goosh 01-25-2003, 01:09 AM Just wondering if people use additive or local rotations for their animations
I personally use local, but I don't like all the values changing..
The thing with additive is that you end up with so many gimbal locks that it's insane (specially if you are doing a lot of rotations)
So.. how do you animate? :)
Goosh
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AWAKE
01-25-2003, 07:06 PM
Doctor richard gimble for me..
bentllama
01-28-2003, 09:30 AM
Originally posted by AWAKE
Doctor richard gimble for me..
LOL.
Mr Gimble visits my animation clinic daily...then he just runs away.
Hey,
I just got into using gimbal rotations after using local, and I aint never going back.
All the keys I set actually work now.
olivier georges
01-29-2003, 09:11 AM
hi,
gimbal rotate tool, so i can see where the gimbal lock is.
if you use local rotation, you`ll need to use the euler filter in the graph editor to fix some weird rotations
Olivier.
bentllama
01-29-2003, 10:47 AM
on the offhand I use local and some gimble occurs...I have created a small button to help me filter the curves...
make this a shelf button or hotkey or add it to a marking menu:
// EULER: THE FUGITIVE
// CATCH DR GIMBLE!!!
// list animCurves in scene
string $drGimble[] = `ls -typ animCurve`;
// EULER filter on curves
filterCurve $drGimble;
that will filter all anim curves in your scene...no more having to select them by hand and go through the Graph menus...
simple but effective...
:beer:
olivier georges
01-29-2003, 11:05 AM
aaarrrfffff fantastic bentllama :) it's really cool:buttrock:
olivier.
ragtag
01-29-2003, 11:53 AM
You need to be more specific with that script. Listing all animCurves will include driven keys, when you want the animCurveTA.
I haven't used the filter curve function (as I just stuck with the gimbal tool), but have heard that mocap people write their own filter because the Maya's one does not work as it should. Also, what does filterCurve do to tangent handles?
Ragnar
bentllama
01-29-2003, 04:55 PM
ragtag:
yes. you could use animcurveTA...thanks for pointing that out :)
[though I have never seen the filterCurve command adversely affect non-rotation curves - I took it for granted that it only affected rotational curves, so listing the animCurveTA seemed superfluous] :)
EDIT: this was clipped straight from the docs - "The Euler filter demangles discontinous rotation anim curves into smooth curves."
I mainly use the filterCurve function when I have a skeletal file from my game engine imported into Maya. when I transfer animation onto my IK rig, I try and loose any gimbal issues then with that script... in my experience, Maya's filter works fine, I have never had a problem with it... :)
AWAKE
02-02-2003, 04:47 PM
That's pretty slick.
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