How do I get "clean" rotations?

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  10 October 2012
So is there any way to get that result while using a euler_XYZ() controller?
 
  10 October 2012
Originally Posted by Malkalypse: So is there any way to get that result while using a euler_XYZ() controller?

no. or using c++ and sdk write your own IK solver that will interpolate using Eulers. but that's probably is not a solution.

but why do you want to match them? i think that animators specially ask for FK and Eulers because they like to work with bezier curves in some situations.
 
  10 October 2012
Well yeah, I want the curves to be editable, that is why I want to use euler_XYZ instead of bezier_rotation. I just don't understand why the default XYZ rotations take such an indirect path.

On another note, it interpolates much better when I use ZYX rotation, but as far as actually manipulating bones like that it seems to be impossible.
 
  10 October 2012
Originally Posted by Malkalypse: On another note, it interpolates much better when I use ZYX rotation, but as far as actually manipulating bones like that it seems to be impossible.

as i remember Leonhard Euler originaly used ZXZ rotation probably it's a best match to quat interpolation.
 
  10 October 2012
ZXZ... how does... is that... what??

Okay, I don't understand that in the slightest but it seems to be working so far. I will let you know how it turns out...
 
  10 October 2012
i've thought a little and there is some workaround.
you can make rotation list where first controller is Smooth, and second is Euler. if you need to align FK rotation to IK just set quat values to the first controller and ZERO to the second.
 
  10 October 2012
I'll play around with both solutions and let you know my results.

EDIT: Actually, the ZXZ rotation is working so well right now that I'm going to put off messing around with the other suggestion until I have either the time or the need to do so.

Last edited by Malkalypse : 10 October 2012 at 09:02 PM.
 
  10 October 2012
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