Decompressing Quaternion Problem

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12 comments, last by IggyPop 11 years, 9 months ago

-179.9 and 180.1 are the same angle. So the angle isn't "incorrect" in any meaningful way. If the point is that it should be 179.9 and not 180.1, you need to make your code more robust.

Again, if you use quaternions during the interpolation, many problems will go away.


yes they are the same angle but Maya requires Euler angles. so the problem arises when maya translates between them.

The top is what I want but the bottom is what happens: (since it dose a whole 360 spin to get from negative 180 to postivie 180)

20120707-5g9-46kb.jpg
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Can you tell Maya what the angles are at every frame, instead of letting it interpolate?

Can you tell Maya what the angles are at every frame, instead of letting it interpolate?


Yes I can Id need to generate the values myself tho.

I've been looking into the curve editor in Maya and wrote the basias of a c++ plugin for maya gonna have a play with that see what happens.
Ok After more and more time spent on google, I finaly stumble apon this:

http://download.autodesk.com/global/docs/maya2013/en_us/index.html?url=files/Keyframe_Animation_Set_rotation_interpolation_for_curves.htm,topicNumber=d30e220991

20120710-psx-156kb.jpg

This now makes animation curves take the shortest route to the next angle, fixing the 359 degress of rotation, instead of the 1 degree intended.


Thanks for all your input alvaro :)

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