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Spinning box wobbles if not exactly vertical or horizontal
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  • Burell
  • Posted: 30 August 2011 01:02 AM
  • Total Posts: 5
  • Joined: 27 August 2011 11:50 AM

I created a box as a first object in a new scene. I then angled it 45 degrees on the x axis. This is my starting position. I hit Set Key and placed a key at frame 1. I then moved the time slider to frame 100, rotated the box along its local z axis 180 degs and placed a ket at that frame. When I run the animation, the box spins around the world z axis. How can I make it spin around the local box z axis?



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I keep editing this text so it is not following the date sequence of last post at the bottom of the list and my original text has been replaced with this. Poor posting etiquette but there you go. Anyway I think I have the real solution. With the tilted object selected, I went to the Motion Panel, ‘Assign Controller’ rollout, and selected the ‘Rotation:Euler XYZ’ track. I then went down to the ‘PRS Parameters’ rollout and selected the ‘Rotation’ button. I then went down to the ‘Euler Parameters’ rollout and set the ‘Axis Order’ to ZXY and then set the ‘Rotation Axis to Z. This made everything work. It also worked if I set the ‘Axis Order’ to ZYX.

Author: Burell

Replied: 02 September 2011 03:00 PM  
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  • Location: West Midlands, England, UK
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Create the Box. As the Pivot will be on the main XY plane, you might want to move it to the centre of the box (Hierarchy Panel > Affect Pivot Only > Center to Object).
Animate the rotation with the box in its original orientation.
Create a Dummy, align it to the box. Select and Link from the Box to the Dummy. Rotate the Dummy to the desired angle. The Box will continue to rotate as you intended.



Max 4.2 through 2013.
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Replies: 2
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So for every animation that isn’t completely horizontal or vertical I will need a dummy object? And why should a dummy object rotate any better than a real object?

Author: Burell

Replied: 30 August 2011 05:26 AM  
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There are a few reasons but a couple are;
The dummy object has its origin as the center actually it is only a point represented by a box for your convenience.
Second, if for example you want to replace the box with a ball you don’t have to reanimate it, just link it to the dummy.

Author: Doughboy12

Replied: 31 August 2011 08:01 AM  
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...and thirdly, rotations in 3D are actually a very problematic sort of math. Paul Neale has an excellent page explaining this: http://paulneale.com/tutorials/rotations.htm, rotation is near the bottom of the page. Short story: it’s not a bug, it’s not peculiar to Max; it’s the nature of the wacky math involved. You can learn still more if you search “gimbal lock” and 3D rotation.

-Jeff



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nVidia Quadro 5000, render farmette on BB2012

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