View Full Version : please help immediatly!!!
black swan 08-01-2003, 02:32 PM when I change the Z rotation Axis all three values in the channel box (X,Y,Z) are changing!!! :annoyed:
and that produce strangre results on he animation,:surprised
I want just the Z value to be changed!
Please help..... thanks.
|
|
Pete2003
08-01-2003, 02:37 PM
Hi.
I can't remember the exact technicalities of why this happens but as a quick workaround, just group whatever you're rotating and use this group for your z rotation only.
That should do it :buttrock:
alexx
08-01-2003, 03:18 PM
be sure to set the options for the rotate correct:
you can rotate local or global..
and yes.. just group it again if all fails
cheers
alexx
black swan
08-01-2003, 05:49 PM
thanks for your help everyone,
grouping can solve the problem but it is still a workaroud and can produce extra nodes.
i can almost figure out what the problem is, but i can't find a clue?
it appeared that the Z axis that we see in the local mode is a FAKE!!!
the real Z axis is stuck in its place and can't be affected by rotating X or Y axis, and when we rotate the faked Z axis maya changed the X and Y values to maintain the new faked position,
that is why all three values are changing,
if you want to see the real Z axis switch to gimbal mode and see that the Z is stuck and not changing orientation :shrug:
another thing that if i change the rotation order in the object attribute editor Z axis will be moving but another axis (X or Y)will be stuck! that means there is always one axis is not moving either Z or X or Y,:surprised and that solve the problem and have another problem??
it is a shame that we have this nasty little problem in such a sophisticated program like maya :shame:
please if anyone can solve this problem please let me know,
i want that damn Z axis to be moving :annoyed:
jadamburke
08-01-2003, 09:14 PM
it appeared that the Z axis that we see in the local mode is a FAKE!!!
You are correct the local rotation manipulator doesn't represent the actual XYZ rotations of the transformation node. That is to say that rotating the green axis won't only modify the y rotation of the transform or the blue, z or the red, x. What it is actually showing you is the current orientation of the object and a false xyz axis representing 90 degrees perpendicular to the current object. It does not represent the present values stored in the transform node and thats why rotating in local or global mode will affect multiple axes in the channel bar.
it is a shame that we have this nasty little problem in such a sophisticated program like maya
Its called rotation order and it is the cause of all this confusion. All animation programs have this problem. Maya by default uses independant eular angle rotations for the three axis and it processes these rotations in a specific order (which you can change) default rotation order is xyz, but its better to think of it in reverse order because it makes more sense without knowing the math involved. so z is rotated, then y, then x. For each frame maya reads the values of each xyz attribute and rotates the object. since z is rotated first, y and x values will be offset by z rotation. x value will also be affected by y value, and since x is applied last, its rotation will never affect z or y.
This is easier to understand if you open a blank maya scene, create a cube and select the rotation tool with the gimbal option activated.
So because y affects x but not z, rotating y 90 degrees will make the x and z axis align and therfore preventing you from easily rotating along the axis where x was before rotating the y 90 degrees. This is called GIMBAL LOCK, when you are limited to two axis. You can still rotate it that way though. If you use the local rotation option its simple; but because of gimbal lock you'll get wild interpolations that don't look right.
Most people don't undetstand this very well. Solutions exist but they are workarounds, there is no fix all option that doesn't have other downsides.
Quaterion interpolation can be used but it has downsides that I won't go into. A parent transform node for the last axis in the rotation order can also work.
You can also change the rotation order to something else to limit problems. If there is one axis you know you won't be rotating as often as the others, make sure its in the middle of the rotation order. so if the x axis isn't used very much use a zxy or yxz rotation order to limit gimbal lock.
It's worth looking into this for those who don't understand why Gimbal Lock happens. You'll be better off knowing these things.
misterdi
08-02-2003, 04:37 AM
Have you try gimbal mode for rotation tool.
It should rotate only the axis you selected, just be careful with gimbal lock.
Best regards,
MikeRhone
08-02-2003, 06:11 PM
To avoid gimabl lock on shoulders I have an extra bone added in for the Y-Rotation. I lock the Y-Rotation on the main bone and use the Y-rot on its parent "Gimble bone" so that the axis' wont lock up.
For ease I use the connection editor, and connect a Gimble-y attribute on the main bone to the Rot-Y on the gimble bone, just so I dont have to keep selecting 2 bones every time I need to make a key.
Gimble kicks my ass on a daily basis, and just when I think its all over, it calls me on the phone to tell me my dog died.
:scream:
Mike R
black swan
08-03-2003, 09:36 PM
thanks for your help everyone, and special thanks to jadamburke for your valuable information and for such a long thread :thumbsup:
it seems that i am not the only one having this gimbal troubles
it is good that you feel you are not alone.. even about having troubles :beer:
CGTalk Moderation
01-15-2006, 06:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.