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Spliff_Richards
02-25-2003, 03:49 PM
Hi there. Do you guys know of any genious advice on preventing gimbal lock. Itīs very irritating as you surely know. Iīm trying the groping thing but itīs so slow when animating,

Rudity
02-25-2003, 04:05 PM
Id say the smartest way of fixing it is preparing for it ahead of time.
Like setting up your rotation orders to what he's going to be doing in the shot.
Also having an extra controler for a wrist incase the main controler gets gimbal lock.

thats my tip. :)
Just prepare for it.

later
Rudity

svenip
02-25-2003, 04:21 PM
you can always create an extra gimbal control on top of your normal control and assign a different rot order to it. so you have your normal control (hich is parented to the extra control) good for 2 axis, and the extra for the third rotation.

goosh
02-25-2003, 05:21 PM
yep.. rotation orders will help greatelly in preventing Gimbal.. though of course, not getting rid of it completelly..

Like Rudity mentioned.. having an extra controller will help prevent gimbal altogether.. though that means that you have to select an extra controller... cons and pros

Goosh

mark_wilkins
02-25-2003, 08:04 PM
Has anyone here tried using quaternion interpolation to help with this? I notice that there's an interpolation setting in the preferences that has popped up in 4.0. Are there issues with going this route?

-- Mark

bentllama
02-25-2003, 08:13 PM
Originally posted by mark_wilkins
Has anyone here tried using quaternion interpolation to help with this? I notice that there's an interpolation setting in the preferences that has popped up in 4.0. Are there issues with going this route?

-- Mark

IMO quats are a bear to animate with and they give you/me unpredicable function curves

mark_wilkins
02-25-2003, 08:24 PM
A bear how? Is the interpolation unpredictable? I had the impression that when using this feature in Maya you still keyed in Euler space and it just converted to Quaternion space to interpolate. Am I wrong on this?

I'm not advocating using this feature, I just don't know much about how it works in practice.

-- Mark

bentllama
02-25-2003, 08:28 PM
I recall it screwing up inerpolation and the tangents on my function curves did not give me uniform results. I only played with this feature for 10 or 15 minutes and was not liking the results so I always keep it on Euler...

I may give it another go just to document what was wrong...


...I prefer Euler, since our game engine converts it to quats anyway... :)

Rudity
02-25-2003, 09:47 PM
I tried to understand Quaternion Interpolation.
I think I still need to try a bit harder.

I think im gonna give it a try and figure it out.

O hey mark I ordered your book.:buttrock:

mark_wilkins
02-25-2003, 11:59 PM
thanks rudity!! :D

-- Mark

jelloshotsrule
02-26-2003, 02:21 AM
how does one change the rotation order? and how does it actually work?

thanks. :)

mark_wilkins
02-26-2003, 02:23 AM
rotation order is an attribute of a transform.

-- Mark

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