#XYZ plane conversion
3 messages in this thread
HELP!! In an animation I am working on, I need to rotate an object in the
keyframer, at 30 frame intervals. Problem is, the XYZ coordinates I am using
assume a rotation about the axis of the object – as if the XYZ planes rotate
with the object. If I just enter my coordinates directly into the keyframer, it
uses them in a coordinate system that remains fixed – meaning that different
outcomes happen, depending on the order in which I enter the coordinates. If
Imanually use a rotation about the Y axis of 90 degs, and then change the pitch
by 45degs using X axis, the order in which I enter them seems to determine
whether I need to use Rotate, or Rotate Abs. In addition, what I end up with in
the Key info box is a X rotation = .3574,a Y rotation = .862856, and a Z
rotatio = -.3574!! – with an Angle of 98.42. I think if I multiply the numbers
for X,Yand Z by the Angle parameter, I end up with the actual amount of
rotation in each plane, but what equation(s) do I need to use to transform my
angles into the system 3DS uses?? Am I even on the right track!??
Any help on this is much appreciated, as it seems like somehting that will be
necesary for me to get a handle on to work with 3DS much at all!
Thanks much
APG
Hi Craig,
<< but what equation(s) do I need to use to transform my angles into the
system 3DS uses?? >>
Quaternions instead of euler angles.
jonas[adesk]
I went through and collected various threads from over the past year on
quaternions, and sources of information regarding them. I will upload these
threads as QUATERN.ZIP in Lib 3. This file will become public in a day or so.
LAM