#Rotational Keys
14-Mar-94 05:20:58
Sb: #Rotational Keys
Fm: Gus Grubba 70673,1605
To: Jonas Ruikis [ADESK] 73172,1351
When creating rotational keys in the keyframer, how do I compound angles using
the vectors you ask for? If I want to rotate an object 15 degrees in the Z
axis, all I have to do is to set the angle to 15 and the vectors to 0,0,1. What
formula is expected to be used when I want to compound two or three axis? I
could not reverse engineer what 3D Studio does when I rotate the object by
hand and go check the keys.
An example I run over and over:
105 deg Y rot. 105 deg Y and 10 deg X
X 0 -0.25386
Y 0 -0.19479
Z 1 9.94742
Ang 105 107.9669
And please, pretty please, don't give me the "sqrt(x^2+y^2+z^2)" smart answer.
That's pretty obvious. I want to know how did you (3D Studio) derive those
components and came up with that resulting angle.
This is urgent. I sent this morning a KXP that needs this. I couldn't figure
this one out but decided to send it in any way. What I am doing for now is
creating a separate key for each axis I need rotated. Let me just say that
several tons of high tech machinery crashed and this KXP will be used to
recreate the incident.