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Bones rotating, euler and quaternions i suppose.

Bones rotating, euler and quaternions i suppose.

2004-03-24       - By Carl Callewaert

 Back
Reply:     1     2     3     4     5     6     7  

 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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