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rayguo
04-06-2003, 05:54 PM
When you rotate, use the Add (additive) mode, which controls the object¡¯s
rotations relative to its parent, as does local animation. This is the only
rotation manipulation mode where the axes of interaction correspond
exactly to the coordinates of the object¡¯s local orientation for the purpose
of animation. When you activate individual axes on the Transform panel,

the corresponding local orientation parameters are automatically marked.
This mode is especially useful when animating bones and other objects in
hierarchies.(from xsi book)

so what is it means: This mode is especially useful when animating bones and other objects in
hierarchies????

Attilathehun
04-10-2003, 04:36 AM
K well which XSI book did you get this from and from what page? there are about 12 books for the 2.0 versions. i have to read the whole page in order to tell you exactly what this goes for. tell me this and i can help you what this means. good questions though...sry i cant help straigh off the bat :shrug:

rayguo
04-10-2003, 04:57 AM
these in animation of 3.0 book

SeaQuake
04-11-2003, 10:41 AM
What they mean is that if you create a bone chain, say of 6 bones, and then select all of the bones (shift-clicking) WITHOUT the root nor the effector, then you can use the ADD rotate mode to animate the rotation of these bones around their root in FK.

If you need more info just ask

rayguo
04-11-2003, 12:15 PM
can you tell me some thing about gimbal-lock and why use add rotation instead of local rotation, and when need to set rotation order? thank you! this is a big problem to me!

SeaQuake
04-11-2003, 07:58 PM
Gimbal lock happens when two axes align with each other, and you lose the rotation ability in one of them. You can only visualise this in ADD mode, and that's why you need to use it in anmation. The way to solve it is to press Ctrl + K (local kinematics) for the selected object and switch to a different rotation order. You can even animate rotation orders over time to override any gimbal lock problems.
You would also find that for some joints, some rotation orders provide more flexibility than others, so you use them more often. It all depends on which axes your joint is gonna rotate around.

I hope that helped a bit.

rayguo
04-12-2003, 05:33 AM
woo~~!!! You Know XSI so much!!! thanks for your help again!

Let me repeat it! We use add mode Only when we rotate bones or some objects in hierarchies, and we use add mode instead local mode because only the add mode can show the gimbal-lock problem(the gimbal-lock problem still in local rotation, but the local rotation cant show that) is that right?

And i think there will be a little problem when i use add mode, that is when i use add mode rotate bones(fk) will always think about which rotation order fit it! i mean that is very fussy, that will make me work harder ;) so there is some easy way to work fast with add mode?

Thanks

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