#spin independently?
5 messages in this thread
I've created an animation of a camera flying around a globe. To avoid the
camera flipping caused by quaternion(sp?) math in 3DS, I've linked the entire
scene except for the camera and target to a dummy object. This dummy object is
moved and rotated to create motion. Everything works fine but I want the globe
to spin independently on one axis. I can't see to get this to happen. In fact
after using link info to get what might seem correct, I seem to be getting the
same flipping of the globe that occurred with the camera when I was moving it
independently. Any hints? This thing is due!!!
Brent Bonet – POP! Multimedia Atlanta
Brent,
If I understand correctly, you are probably trying to apply too many
rotations to a single object. Use the dummy object only to animate the globe
with respect to the camera. Apply the spin directly to the globe or to
another dummy set up exclusively for that purpose.
When it comes to rotations in 3D Studio, segregation is a good thing.
Steven
Steve,
I'm running into big probs with the quaternion stuff. The suggestions I've
received haven't quite applied. Any hint on dealing with that?
Brent
Brent,
Our Dynamic Motion Module IPAS plug-in allows rotation to be specified in
degrees per second by each individual axis. Getting the rotation conversions
together for 3DS was extremely difficult.
I don't know if it would compliment what you want to do or not, just thought
I'd mention it.
Brent
Brent,
3D Studio normalizes multiple rotations into a single rotation about a
derived axis. (How's that for blowing smoke?)
The simple solution is to use multiple dummy objects, one for each axis of
rotation needed. This gives you very precise control without having to unduly
worry about how multiple rotations are combining.
Imagine a hierarchy such as the following:
. dummy.roll->dummy.pitch->dummy.yaw->object
You could now set-up complex rotations by applying only simple, single axis
rotations to the appropriate dummies.
Hope that helps,
Steven