Bones rotating, euler and quaternions i suppose. 2004-03-24 - By darrin
Back I just tried it from scratch
Firstly - Make sure Local is selected and not Add otherwise you will get gimbal lock after 90 degrees. Secondly - check the Animation (fcurve) editor making those linear or flat tangents will help
Darrin Hofmeyr animator The Refinery
visit http://www.dazland.com for my stuff... visit http://www.refinery.co.za for my workplace...
-- --Original Message-- -- From: Roberto Sarlenga [mailto:roberto_sarlenga@(protected)] Sent: 24 March 2004 03:02 PM To: XSI@(protected) Subject: Bones rotating, euler and quaternions i suppose.
Excuse this stupid question, but hwo can I avoid this problem:
Create a bone. Make it FK. Key Rotation Rotate it in local Y Key Rotation Rotate it in local Z Key Rotation.
Hit play and what it does is not what I did, and the axis doing what they want.
Just in case my explanation wasn�t clear I attached the script for constructing the scene as txt
I need the movements to be really precise.
Thanks, Rob
-- ---- ---- ---- ---- -- Create3DSkeleton 2.21565731166908E-02, 0, -2.21673592161488E-02, 4.67503692762186, 0, -2.21673592161488E-02, 0, 1, 6.12303176911189E-17 DeselectAll SetAndToggleSelection "bone", , True InspectChainProperties SetValue "bone.chain.blendik", 0 SaveKey "bone.kine.local.rotx,bone.kine.local.roty,bone.kine.local.rotz", 1 SetValue "PlayControl.Key", 20 SetValue "PlayControl.Current", 20 Rotate , 0, -90, 0, siRelative, siLocal, siObj, siXYZ SaveKey "bone.kine.local.rotx,bone.kine.local.roty,bone.kine.local.rotz", 20 SetValue "PlayControl.Key", 30 SetValue "PlayControl.Current", 30 Rotate , 0, 0, 90, siRelative, siLocal, siObj, siXYZ SaveKey "bone.kine.local.rotx,bone.kine.local.roty,bone.kine.local.rotz", 30 -- ---- ---- ---- ---- ---- ---
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