CompuServe Thread

#XYZ plane conversion

3 messages in this thread
#196673From: Craig 7Oct 23, 1995 3:23 PM
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
#196676From: Jonas Ruikis [ADESK]Oct 23, 1995 3:32 PM
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]
#196718From: Larry MintonOct 23, 1995 9:23 PM
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