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animating on local
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  • Location: Chile
  • Total Posts: 272
  • Joined: 20 October 2007 10:54 AM

i always wanted the see the curves in curve editor of each local axis, but the euler XYZ uses gimbal reference axis, so when u do a random rotation and then want to animate on a single local axis, in the curves it shows that a single local axis moves 2 or all 3 of the euler xyz values

so this gives 1 problems, for example in one scene i have some plane going forward, strafing and doing a 360 barrell roll, and as u can see in the images the rotating is weird(the big dummy around the “plane” is the root, the other one is for the camera), this problem only happens with non linked object( ie linked to world) because in linked objects the euler XYZ axis are the same as the parent local axis

for the strafe part for example u make something going forward, 0 to 100, and want to move it to strafe, u can do it, but for example if u want to move the strafe key it will affect the forward movement because its using the gimbal axis to calculate and a local axis may affect 2 or more gimbal axis.

so it would be nice if u could link the object to its own pivot, but its sound strange and less posible.

so the only solution i can think of is to apply to this “free object” (usually the root of a character hierarchy) a link constraint and link it to many dummys as posible so each dummy could represent an axis, for example the animation on the images i could link the plane to the dummy used by the camera (containing only the forward movement), so the strafe movement doesnt affect the forward info in the euler xyz(because the forward movement will be on a fake dummy axis), same with the rotation since for the calculation will be on a single parent axis instead of 2 or 3 of the world parent wich i assume it produces that weird rotation.

is this solution any good?, because i would like something more simple like controller based

PS: and yes i also tested TCB rotations and it still gives problems, at least the interpolation is more smoothed



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