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View Full Version : euler rotation to 360

 raffael3d02-04-2011, 06:03 PMhi I just need a conceptual answer. when you have euler rotations in maya or motionbuilder you dont have values that go from 0-360 but rather (0,0,0), then 90,90,90, then 180,0,180, and 90,-90,90 If I want to convert that value into a 0-360 result what approach do I have to take? is it euler to quaternion? or euler to radiant? what is the concept behind that conversion and what I need to read about? thanks
whisperwing
02-05-2011, 07:06 AM
Between radian and degree is just a unit conversion. If you want the rotation parameters be continuous, use quaternion.

Robert Bateman
02-05-2011, 09:41 AM
hi
I just need a conceptual answer. when you have euler rotations in maya or motionbuilder you dont have values that go from 0-360
but rather (0,0,0), then 90,90,90, then 180,0,180, and 90,-90,90

Those values are the result of any rotation representation being converted to eulers (and by any, I actually mean every single representation apart from eulers, which by definition, suck). Most commonly it will be because a quat is involved.

Motionbuilder & Maya will correctly interpolate any euler values you give them, and are not restricted to -180 and +180 (the joints have limits set; or the rotation is generated from a constraint).

If I want to convert that value into a 0-360 result what approach do I have to take?
Hmmmm.... something tells me you've got some keyframes that are suffering wrap around issues?

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02-05-2011, 09:41 AM
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