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3DS MAX Animation Question: Rotation and Hierarchies

FalTorPan

Vice Admiral
Admiral
I'm working on an animation with 3D Studio MAX, and I'm having difficulty with rotating an object about one of its local axes when the object is part of a hierarchy. Here's the setup:

Object Thing01 is part of (neither the root nor a leaf) of a hierarchy of objects.

Object Thing01's rotation controller is Euler.

By being part of a hierarchy, Object Thing01's inherited orientation is different than the World coordinate axes.

At some point in time, say t = 1.0 sec, I set a keyframe and rotate Object Thing01 about its local Z axis.

When I scrub the timeline from t = 0.0 sec to t = 1.0 sec, Object Thing01 and its descendants in the hierarchy don't rotate about Object Thing01's Z axis. Instead the objects rotate very strangely -- although they are in the proper orientation as of t = 0.0 sec and t = 1.0 sec.

What am I doing incorrectly? Thanks in advance for any replies.

(For the record, I'm a legit 3DS MAX user, and I have manuals and third-party books out the kazoo, but I've had a heck of a time figuring this out. Obviously animating hierarchies isn't one of my areas of expertise.)
 
Hm. Maybe you should realign your pivots. But that's just a guess, it would be helpfull to see your model, or at least the part you are rotating.
 
The problem was "gimbal lock," since I'm using an Euler controller. I rotated the object's pivot point and instead rotated it about its local X axis, and all is again right with the world.

Thanks! I'll post a link to the animation once it's finished.
 
^ :lol:

Now I have a mental image of books flying out of the Flinstones martian's arse!
 
22 Stars said:
Look forward to seein the animation! BTW, I think it's ..out the "Wazoo"... :)

I think my parents used the term "kazoo" instead of "wazoo" in the same way that some people use the term "dang" instead of "damn." :p

I should have the animation ready to post within a few days. :)
 
Here's the animation...

I finished assembling Astronuts shots 100 and 104. Here's an excerpt from Act Two, showing the shots in context. Note that this excerpt is a temporary edit, the audio is unprocessed (and compressed), and no sound effects or music have been added.

http://www.shoestringscifi.com/temp/astronuts_temp_shots099-105.avi
(AVI file, approximately 8 MB)

Shot 100 is the first space shot, and shot 104 is the second space shot.

As always, you can view an illustrated "checklist" of completed shots on this page.
 
Thanks! The arm animation -- in particular, unfolding it from the ship's payload bay -- was what drove me to post in this thread.
 
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