PDA

View Full Version : Baked Rotation keys flipping 180 degrees


Dudeman
08-11-2003, 07:15 PM
Although not noticable in Maya, But very noticable in Game engine.

When baking joint rotations some joints will have keys about 180+ degrees apart from each other on each frame.

I baked at 30 frames a second. The game engine plays at 60+ frames so this issue creates great problems.

Besides baking at 60 frames/sec(isn't a solution), is there a way to prevent this? Or a way to solve this?

I've tried the '=+360 / =+180' technique but that only works in very very few circumstances.

Any suggestions?

-Dudeman:thumbsup:

Dudeman
08-12-2003, 12:52 AM
Does anyone understand what I mean?

This happens to me all the time.

You have not experience this before?

Any suggestions would be appreciated.

-Dudeman:thumbsup:

bentllama
08-12-2003, 06:35 PM
sounds like gimbal.

and

sounds like your engine is getting Euler info rather than solving quaternions.




quats are the way to go.. yell at your coders to make them quats... ;)

try checking for gimble before export...odds are that it is in the maya file...

Dudeman
08-12-2003, 10:47 PM
Thanks Bent.

I think you are right about both.
I think the only way to prevent gimbal in this instance is to change rotational order.
Unfortunately our game is only set to read xyz hierarchy. Next game I should be able to dictate rotational order.

misterdi
08-13-2003, 07:17 AM
Try using Euler Filter in Graph Editor>Curves>Euler Filter

bentllama
08-13-2003, 07:23 AM
check this out:

http://www.cgtalk.com/showthread.php?s=&postid=372196#post372196

I use that script bound to a hotkey all the time...

CGTalk Moderation
01-15-2006, 08:00 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.