Why you changed from Quaternion WXYZ to XYZ Euler

Forum Archive Why you changed from Quaternion WXYZ to XYZ Euler

Viewing 8 posts - 1 through 8 (of 8 total)
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  • #13580
    João Pedro Gaelzer
    Participant

      I think these are one of the things that I need to understand well, and that has given me a little headache for not knowing exactly how it works.

      #63707
      gimmi45
      Participant

        Great question, i hope he answers 🙂

        #63708
        spikeyxxx
        Participant

          Simply put: if you have a simple rotation (for instance something only rotates around one axis), then you’d use Euler.

          When you have complicated rotations , use quaternions. 

          Suppose you use XYZ Euler and rotate an Object  +/- 90°, then you have what is called Gimbal lock; rotating around the X-axis:

          is the ‘same’ (direction may be opposite) as rotating around the Z-axis:

          When you have a rotation R1 followed by a rotation R2, then the total rotation is quite hard to figure out with Euler, with quaternions its a piece of cake 😉 (You just multiply the quaternion representation of R1 by the one of R2…again: simply put)

          #63709
          João Pedro Gaelzer
          Participant

            Thank you very much! I “googleled”  Gimble Lock and I found a video on YouTube, from Level Pixel Level, with examples about the this issue: https://www.youtube.com/watch?v=mCZItVfEtRY 

            I got it! I think understood your explanation now. But how can I use the ‘W’? How can I avoid the Gimble rotation with the WXYZ? Again, thank you very much!

            #63710
            spikeyxxx
            Participant

              You will need to learn about quaternions. May I humbly suggest: https://blog.cgcookie.com/what-are-quaternion-rotations-in-blender/

              Feel free to ask if something is still unclear after that. (It probably will be…)

              #63711
              João Pedro Gaelzer
              Participant

                Great! Thank you very much!

                #63712
                Wayne Dixon
                Participant

                  Hi JP,

                  Yeah if you have any Quaternion questions throw them Spikey’s way.

                  But here is a general run down on when to use what….(but this is personal preference)

                  -If a control only needs to move on 1 axis -it is much easier to use Euler.

                  -If a control rotates on all 3 axes, Quaterion is a better option.  *however* sometimes it is easier to use Euler and deal with any gimbal lock on the spots where you encounter it (if at all)

                  And sometimes I am told to supply a rig in Euler XYZ by default.  (in Blender you can change the rotation mode and even keyframe this, so it’s not that big of a deal).  Although with this it best to use the same rotation mode for the entire shot.

                  I hope this helped and didn’t make more questions for you haha

                  #63713
                  João Pedro Gaelzer
                  Participant

                    I got it !! Thanks @waylow ! 🤣🤣🤣 This is a good – and easy – to remember:

                    -If a control only needs to move on 1 axis -it is much easier to use Euler.

                    -If a control rotates on all 3 axes, Quaterion is a better option. * however * sometimes it is easier to use Euler and deal with any gimbal lock on the spots where you encounter it (if at all)

                    Makes all the sense to me! I am beggining with 3D animation, so this is a good starting point for me in this subject. I know I will have issues on the way, but now I know where I can found the answers. I won´t be stucked. Thanks again!

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