Independent Euler curves are ideal for simple, animated rotations. Independent Euler curves when you want to keyframe a single rotation channel or when you need to add additional keyframes (and thus detail) to a single rotation curve. Independent Euler curves, interpolation is calculated from key to key on each individual curve, independent of the their neighboring rotation curves. You can set the Euler rotation interpolation type for your curves from the ![]() There are 2 kinds of Euler rotation interpolation in Maya: Independent and Synchronized. In Maya, the default method of rotation interpolation is Euler. This is important if you want the animated rotations of your imported objects to appear as intended. You can use theĪttribute to match the rotation order of imported, animated objects to the co-ordinate systems (for example, XZY opposed to Maya’s default XYZ) of the 3D software packages from which they came. Rotate Order to YZX, the object will first rotate in Y, then Z, and finally X. For example, if you set an animated object’s You can specify the order of rotation for an object by setting its Changing an animated object’s rotation order changes its final orientation. The rotation order specifies the order in which an animated object is rotated about its X, Y, and Z axes. Euler rotations are calculated using three separate angles representing rotations about the X, Y, and Z axes, and an order of rotation. When interpolating the animated rotations of an object using the Euler method, Maya uses Euler angles to determine the object’s axis-specific orientations over time. Windows > Settings/Preferences > Preferences) or you can set the rotation interpolation method of existing rotation curves from the You can set the default rotation interpolation method for new curves in the Maya Which type of interpolation is right for your animated rotations?.Įuler rotation is the default method of rotation interpolation unless otherwise specified. For more information on Euler angles and Quaternions, see the following sections of this topic: The rotation interpolation method you choose for an animated object determines ![]() ![]() For each animated rotation in your scene, you can specify a rotation interpolation method. Rotation interpolation: Euler and Quaternion. When you keyframe an object’s rotations, Maya calculates the object’s orientations between keys by interpolating the rotation values from one key to the next.
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