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    Gimbal lock in Y-axis Bones?

    SDK Help
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    • H
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 24/08/2004 at 10:57, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   8.503 
      Platform:   Windows  ;   
      Language(s) :     C++  ;

      ---------
      Seems that when a bone is pointing in the +/-Y axis direction, the Bank and Heading become the same rotation axis. This may illuminate some of the difficulties my plugin is having in rotating bones after setting their initial orientation and fixing them.

      How can I avoid this and do MatrixRotN() suffer from the same fate?

      Thanks,
      Robert

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      • H
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 25/08/2004 at 13:21, xxxxxxxx wrote:

        I was testing this in the GUI and it appears to differ from the MatrixRotN() methods. Yay! 🙂

        Robert

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        • H
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 28/08/2004 at 00:20, xxxxxxxx wrote:

          The difference is probably caused by using HPB in only one of the places. Make sure that HPB rotation is activated in the preferences if you want to experience Gimbal lock in both places... 😉
          The only way to avoid Gimbal lock is unfortunately not to use Euler angles for rotation at all. It's a fundamental mathematical limitation.

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          • H
            Helper
            last edited by

            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 28/08/2004 at 11:39, xxxxxxxx wrote:

            😉

            Thanks, Mikael.

            And, of course, I know about the Euler angle limitations. Hopefully, I can put that Quaternion class to use soon. Only question about it is why does it use LReal, etc., which makes for some fun using with standard Matrices.

            Robert

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