ai:patches:eulertoquaternion
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ai:patches:eulertoquaternion [2018/12/04 16:08] – created icke_siegen | ai:patches:eulertoquaternion [2018/12/04 16:20] (current) – external edit 127.0.0.1 | ||
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However, there is an extensive explanation in the a.m. example: | However, there is an extensive explanation in the a.m. example: | ||
- | When creating this project I ran into a strange problem: x, y, and z rotation are no independent from each other. I described it like this: | + | >When creating this project I ran into a strange problem: x, y, and z rotation are no independent from each other. I described it like this: |
- | + | ||
- | > in AI, the x and y rotation of a screen fixture refer to the world’s x and y axis. However, z rotation refers to the screen’s z axis. This leads to the situation – with x_rot = -90 – that y_rot and z_rot do exactly the same, but the screen cannot be tilted sideways (what z_rotation does). | + | |
- | + | ||
- | Dave Green was kind enough to give a thorough explanation of this: | + | |
- | + | ||
- | > You have discovered one of the draw backs of the Euler angle system we use in to rotate screens in Ai. Gimbal Lock. There is a short video explaining the problem here: https:// | + | |
> | > | ||
- | >So you are probably thinking what can I do to resolve this problem? | + | >... in AI, the x and y rotation |
> | > | ||
- | >Another option is to use the alternate skin for the Fixture in the stage patch and then connect to the x,y,z,w Quat ports. | + | >Dave Green was kind enough to give a thorough explanation of this: |
- | + | > | |
- | And while I was still struggling to find my way through all this Ciaran was so kind to create a patch which is now included as system patch: | + | > |
- | + | >> You have discovered one of the draw backs of the Euler angle system we use in to rotate screens in Ai. Gimbal Lock. There is a short video explaining the problem here: https:// | |
- | >As Dave has said you encounter this problem based on the way Euler angles are defined in Euclidean Space. To get around this we can either use a 4x4 rotation matrix or quaternions. Without getting into the maths too much I have created a patch that should convert your Euler Angles into Quaternions, | + | >> |
+ | >>So you are probably thinking what can I do to resolve this problem? | ||
+ | >> | ||
+ | >>Another option is to use the alternate skin for the Fixture in the stage patch and then connect to the x,y,z,w Quat ports. | ||
+ | > | ||
+ | >And while I was still struggling to find my way through all this Ciaran was so kind to create a patch which is now included as system patch: | ||
+ | > | ||
+ | >>As Dave has said you encounter this problem based on the way Euler angles are defined in Euclidean Space. To get around this we can either use a 4x4 rotation matrix or quaternions. Without getting into the maths too much I have created a patch that should convert your Euler Angles into Quaternions, | ||
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ai/patches/eulertoquaternion.1543939732.txt.gz · Last modified: 2018/12/04 16:08 by icke_siegen