Bones rotating, euler and quaternions i suppose. 2004-03-24 - By Carl Callewaert
Back The order of rotations in XSI is standaart: XYX. You can change the order of that in the property page of the bone.
-- --Original Message-- -- From: Roberto Sarlenga To: XSI@(protected) Sent: 3/24/2004 9:02 AM 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 -- ---- ---- ---- ---- ---- --- <<rotate.txt>>
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