detbear Posted June 25, 2016 Share Posted June 25, 2016 Hey everyone. I need a bone to spin more than 360 degrees in an animation. I need it to be able to spin around and around many times. I recall having to switch the bone to Euler for this, but I can't seem to remember how or where to go in order to get that done. Do any of you know where to do this and how???? Quote Link to comment Share on other sites More sharing options...
Fuchur Posted June 25, 2016 Share Posted June 25, 2016 You can find that at "Tools > Options > Action". See you *Fuchur* Quote Link to comment Share on other sites More sharing options...
John Bigboote Posted June 28, 2016 Share Posted June 28, 2016 OR- rotate the bone a little to get it's attention... then in it's property window R click on Rotation and select 'Convert Driver to Euler'. It will give you a warning that says you may mess-up any prior rotational keyframing, say OK. Quote Link to comment Share on other sites More sharing options...
John Bigboote Posted June 28, 2016 Share Posted June 28, 2016 Whats happening is the program wants to rotate from where you keyframe start and end in the least amount of effort... so if you had a clock with the minute hand starting straight-up 12 O'Clock and you wanted it to rotate clock-wise to 12:35, you would Rotate the hand around to 12:35 and when you playback would see that the hand travels COUNTER-clockwise to get to its target. Likewise, if you wanted to animated a full 1 minute and 5 seconds of hand travel, you would rotate the hand 1 full evolution plus the extra 5 minutes- but upon playback the hand would only travel from 12straight-up to 5 seconds! WHY? Because basically- that's what you told it to do. Euler driver allows for the different way of calculating the in-betweens, great for clock hands, auto-wheels etc and you will need to be able to switch between Euler and Quaternion very swiftly. Quote Link to comment Share on other sites More sharing options...
Fuchur Posted June 29, 2016 Share Posted June 29, 2016 OR- rotate the bone a little to get it's attention... then in it's property window R click on Rotation and select 'Convert Driver to Euler'. It will give you a warning that says you may mess-up any prior rotational keyframing, say OK. Didn't know that was possible... thanks John . See you *Fuchur* Quote Link to comment Share on other sites More sharing options...
detbear Posted June 29, 2016 Author Share Posted June 29, 2016 Hey Guys... Thanks for your feedback on that. After I posted this, I asked about it at Roberts live Q&A. So I had found the answer I was looking for. Main thing I found was that you have to set a key on a bone in order to get the drop down option to "change driver" type to Euler. Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted June 29, 2016 Hash Fellow Share Posted June 29, 2016 While we are on rotation methods... has anyone done much with "Vector"? In my few tests with it, it seems to have even less gimbal lock problem than Quaternion, but is there some drawback? Here is a test of Quat, Euler and Vector put through the exact same keyframes and Vector appears to do the best interpolation of the three. QuatEulerVector.mov Quote Link to comment Share on other sites More sharing options...
detbear Posted June 29, 2016 Author Share Posted June 29, 2016 RC... Hey Big Guy. I don't think I've ever switched to Vector. At times I went with XYZ only, but never Vector. Does that just give you two channels? Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted June 29, 2016 Hash Fellow Share Posted June 29, 2016 Vector is four channels, like Quat. Here's the test PRJ Quaternion Euler Demo03.prj Quote Link to comment Share on other sites More sharing options...
Xtaz Posted June 30, 2016 Share Posted June 30, 2016 I would use an expression GetTime() at the rotate axis.... Tranform.Rotate.X=15*GetTime() 360º in 1 second ( 24 fps ) Quote Link to comment Share on other sites More sharing options...
NancyGormezano Posted June 30, 2016 Share Posted June 30, 2016 For those that are interested - here is a nice description of Eulers, quats (and perhaps may give insight into Hash Vector implementation). I have not used vector interpolation in A:M. As the article points out, and as I have always known and believed is that gimbal lock is more a problem with using Eulers, rather than quats. This is why we used quaternions, when I was working for Link Flight Simulators (for navigation as well as image generation). However that is not to say that A:M's specific implementation might have a problem with quats and gimbal lock. Not sure why they would. It may be the internal setup of interpolation method? http://www.chrobotics.com/library/understanding-quaternions (I have not checked the accuracy of the above article) Quote Link to comment Share on other sites More sharing options...
Hash Fellow robcat2075 Posted July 1, 2016 Hash Fellow Share Posted July 1, 2016 Yes, Quaternion is way better than Euler. My test surprised me in showing that there still was a combination of rotations that had any problem. Quote Link to comment Share on other sites More sharing options...
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