[Bf-funboard] Euler for animator, Quaternions for Blender

Chris Burt desoto at exenex.com
Fri May 11 20:58:00 CEST 2007


As someone who understands very little about the animation system,
especially the technical side of it, I really appreciate this
informative post. I'm sure I could've googled it but  its nice to have
things taught to you occasionally..

Regards,
--Chris

On 5/11/07, Bob Wenzlaff (AB8TD) <rwenzlaff at soylent-green.com> wrote:
> At 12:13 AM 5/11/2007, you wrote:
>
> >Hi all.
> > From the current discussion, it seems to me that there are really interesting
> >and highly professional people using Blender.
> >I am really intrigued as to what Quaternions, Eulers are.
>
> They are two systems for recording rotations.
>
> Euler angles are your typical Roll/Pitch/Yaw angles.  The problem is
> the three values are not independent and have some singularities
> (gimbal-lock problem at 90 degrees pitch, roll has no effect
> independent from yaw).  A singularity is a spot where there is no
> precise mathematical solution.  Another way to think of the
> gimbal-lock problem is to ask yourself:  "What's my longitude if I'm
> at the north pole".
>
> To solve this problem, a set of rotations can be broken into 4 parts
> called Quaternations.  Quaternations are independent and there are no
> singularities, but they don't represent rotations that can are
> conveniently visualized like Eulers are because they are a pure
> mathematical construct.
>
> Thus internally we want to store animations rotations (at least) in
> Quats, but allow the user to edit in Eulers so he can visualize
> what's going on.  You need to smooth over the singularities, but
> since you have the object on the screen, and the user is providing
> feedback, you can make very good guesses as what to do at these
> singularities (ie; if you are heading towards the Northpole, your
> longitude is the direction you were heading from.)
>
> Robert Wenzlaff
>
>
>
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