X and Z rotation do same thing
Medron Pryde
Posts: 304
I have noticed with some of the flying vehicles especially that rotating the x and z both make the vehicles pull up or nose down. Rotating the y spins it to the left or right as I would expect. But I can't find a way to make them bank or rotate to either side.
How am I supposed to do that?
I have noticed the issue in Studio 4.6 and 4.7.
I have noticed this with the following models:
Comments
Is this what you want to do. Are you sure you are using Rotation as opposed to Translation?
This is probably gimbal lock - it happens when the item is already rotated, bringing the two later axes together. Using the viewport widget can avoid that, as can parenting the item to a null and splitting the rotations between null and object (assuming it's the whole object and not a bone that's the issue).
Yes, that is what I want to do.
And that gimbal lock thing sounds like what I am running into.
Let me see if I can track down the way to end it..
I don't know what the viewport widget is, but I did figure out A way to keep it from happening.
After doing some research I found out that the gimbal lock can happen if you rotate the y axis more than 90 degrees. I had. So I swung the model back around, and of course then had to swing the camera around, but once the y rotation was under 90 degrees the x and z rotations worked as normal.
So is there a way to keep this problem from happening? It seems a rather odd bug to me. One would think the programmers could fix it. Why is it harder to fix than I would think at first thought?
It is a natural phenomenon, see the link below:
http://en.wikipedia.org/wiki/Gimbal_lock
Not quite — what brings it on is rotating any axis by something close to a multiple of 90 degrees. It was actually easier to see if you were approaching gimbal lock before D|S4.0; if you selected the Rotate tool, you could see if two axis circles were coming close to each other by keeping an eye on the Rotate tool widget. That trick doesn't work any more; as soon as you stop rotating, the widget snaps back to its default shape, but the effects of the lock are still there.
Incidentally, gimbal lock isn't a bug in DAZ|Studio, I suppose you could call it a bug in the physical structure of the universe (see the wiki link upthread) — not a lot the DAZ programmers can do about that...
Thanks for the information.
Now I'll know how to keep it from bugging me in the future. Or at least knowing how to deal with it when it does.
Basically, play around with the rotation until the gimbal lock goes away and I can rotate correctly...
;)