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These are the user uploaded subtitles that are being translated: 1 00:00:00,670 --> 00:00:03,480 - [Instructor] Before we start animating our character, 2 00:00:03,480 --> 00:00:06,410 I'd like to talk a bit about rotations 3 00:00:06,410 --> 00:00:10,880 and how Blender and 3D application in general, and all them. 4 00:00:10,880 --> 00:00:12,940 One key component to understand 5 00:00:12,940 --> 00:00:17,410 is that orientation and rotation are two different things. 6 00:00:17,410 --> 00:00:20,420 Rotation is the action or the motion 7 00:00:20,420 --> 00:00:24,970 of rotating around an axis or multiple axes 8 00:00:24,970 --> 00:00:29,040 while orientation is the result of those rotation 9 00:00:29,040 --> 00:00:32,140 at a specific moment in time. 10 00:00:32,140 --> 00:00:34,390 In this example, the orientation 11 00:00:34,390 --> 00:00:37,460 is where the arrow is pointing at. 12 00:00:37,460 --> 00:00:40,490 It's currently oriented straight up 13 00:00:40,490 --> 00:00:43,520 because it has no rotation values. 14 00:00:43,520 --> 00:00:47,800 So what we see per frames are just orientation. 15 00:00:47,800 --> 00:00:51,570 And when we have different orientation in sequence, 16 00:00:51,570 --> 00:00:54,480 we can simulate a rotation. 17 00:00:54,480 --> 00:00:55,780 In this example, 18 00:00:55,780 --> 00:00:58,770 I have a bunch of different arrow object 19 00:00:58,770 --> 00:01:00,330 with different colors, 20 00:01:00,330 --> 00:01:03,440 and they all have different orientation 21 00:01:03,440 --> 00:01:07,200 and they will appear only on one frame at a time. 22 00:01:07,200 --> 00:01:09,220 But if I played the animation 23 00:01:09,220 --> 00:01:12,240 and I displayed those different arrows 24 00:01:12,240 --> 00:01:15,380 with different orientation in sequence, 25 00:01:15,380 --> 00:01:18,720 we feel like there is a rotating arrow. 26 00:01:18,720 --> 00:01:21,550 Don't worry, you don't need to think about this 27 00:01:21,550 --> 00:01:23,320 whenever you're animating. 28 00:01:23,320 --> 00:01:26,480 What I'm just pointing out here 29 00:01:26,480 --> 00:01:30,620 is that you can bring the feeling of rotation 30 00:01:30,620 --> 00:01:34,930 or rotating motion in different ways. 31 00:01:34,930 --> 00:01:39,930 And sometime your graph editor might not exactly reflect 32 00:01:39,960 --> 00:01:42,830 the sensation of rotation you have 33 00:01:42,830 --> 00:01:44,730 playing in your animation. 34 00:01:44,730 --> 00:01:46,390 In this next example, 35 00:01:46,390 --> 00:01:50,650 I have two arrows with exactly the same orientation, 36 00:01:50,650 --> 00:01:55,020 but one is rotated by a 360 degrees on the X axis 37 00:01:55,020 --> 00:01:58,100 while the other one has no rotation. 38 00:01:58,100 --> 00:01:59,750 And if I insert a keyframe 39 00:01:59,750 --> 00:02:02,950 for the rotation channels of those two arrows, 40 00:02:02,950 --> 00:02:05,690 we can see that for the same orientation, 41 00:02:05,690 --> 00:02:07,540 we have two different values. 42 00:02:07,540 --> 00:02:09,440 So the rotation motion 43 00:02:09,440 --> 00:02:13,050 would be a variation of those values over time. 44 00:02:13,050 --> 00:02:17,710 But if in this case I do a 360 degree turn 45 00:02:17,710 --> 00:02:19,820 over only one frame, 46 00:02:19,820 --> 00:02:22,370 I don't see any rotation on screen. 47 00:02:22,370 --> 00:02:24,650 So it's kind of a stupid example, 48 00:02:24,650 --> 00:02:26,970 but my goal here is to show you 49 00:02:26,970 --> 00:02:29,200 that even if the graph editor 50 00:02:29,200 --> 00:02:31,780 is outputting a rotation motion, 51 00:02:31,780 --> 00:02:36,640 the feeling on screen or in your output might be different. 52 00:02:36,640 --> 00:02:38,910 And so it's very important 53 00:02:38,910 --> 00:02:41,260 to check your motion path, 54 00:02:41,260 --> 00:02:43,490 your arcs, and your spacing 55 00:02:43,490 --> 00:02:46,160 whenever you are animating a rotation. 56 00:02:46,160 --> 00:02:49,980 In the end, when we are manipulating rotation curve, 57 00:02:49,980 --> 00:02:54,690 99% of the time it does make sense and it's logical 58 00:02:54,690 --> 00:02:57,430 but sometime, especially with quaternions, 59 00:02:57,430 --> 00:02:59,410 it won't be logical at all 60 00:02:59,410 --> 00:03:02,280 and it's better to focus on the output 61 00:03:02,280 --> 00:03:04,770 than how you got there. 62 00:03:04,770 --> 00:03:07,550 Let's have a quick look to the different rotation types 63 00:03:07,550 --> 00:03:09,270 and when to use them. 64 00:03:09,270 --> 00:03:11,120 You can change the rotation type 65 00:03:11,120 --> 00:03:14,170 of most item in the transform panel 66 00:03:14,170 --> 00:03:16,980 by clicking in the rotation menu. 67 00:03:16,980 --> 00:03:20,020 We will find quaternions rotation mode, 68 00:03:20,020 --> 00:03:22,300 different Euler rotation, 69 00:03:22,300 --> 00:03:24,550 and finally the axis angle mode 70 00:03:24,550 --> 00:03:26,150 that we won't be talking about 71 00:03:26,150 --> 00:03:28,945 because I never ever use it. 72 00:03:28,945 --> 00:03:30,570 Eulers are very cool 73 00:03:30,570 --> 00:03:33,620 because they are very easy to understand 74 00:03:33,620 --> 00:03:37,380 especially when manipulating only one axis. 75 00:03:37,380 --> 00:03:38,990 You can input the value you want 76 00:03:38,990 --> 00:03:41,310 on the rotation axis of your choice 77 00:03:41,310 --> 00:03:44,920 and the object will rotate around this axis. 78 00:03:44,920 --> 00:03:48,220 For example here, around the X axis. 79 00:03:48,220 --> 00:03:52,400 And the cool thing about Euler rotation on one axis 80 00:03:52,400 --> 00:03:54,320 is that it's very easy 81 00:03:54,320 --> 00:03:57,600 and logical to read in the graph editor. 82 00:03:57,600 --> 00:04:02,210 To illustrate it, I will create a full revolution animation 83 00:04:02,210 --> 00:04:04,303 around the X axis. 84 00:04:04,303 --> 00:04:09,303 A revolution around one axis is a 360 degree rotation. 85 00:04:09,500 --> 00:04:12,470 In this case, around the X axis. 86 00:04:12,470 --> 00:04:16,550 I will then add an empty that I will parent to the arrow, 87 00:04:16,550 --> 00:04:19,130 placing it on the tip of the arrow 88 00:04:19,130 --> 00:04:21,350 and calculate its motion path 89 00:04:21,350 --> 00:04:26,150 so that we can see the spacing of our revolution motion. 90 00:04:26,150 --> 00:04:28,040 When we now watch the result, 91 00:04:28,040 --> 00:04:31,220 we can clearly see the difference of spacing 92 00:04:31,220 --> 00:04:32,610 around frame 15 93 00:04:32,610 --> 00:04:36,460 where the curve has the most value variation 94 00:04:36,460 --> 00:04:39,770 while around frame 0 and frame 30, 95 00:04:39,770 --> 00:04:41,600 we have some easing. 96 00:04:41,600 --> 00:04:45,030 So single axis Euler rotation curve 97 00:04:45,030 --> 00:04:47,140 are super easy to read 98 00:04:47,140 --> 00:04:48,950 and they are the perfect choice 99 00:04:48,950 --> 00:04:51,430 whenever you are using a controller 100 00:04:51,430 --> 00:04:54,430 that need to rotate only on one axis 101 00:04:54,430 --> 00:04:59,080 like elbows, finger joints, foot roll, or knees. 102 00:04:59,080 --> 00:05:00,870 Since Eulers are awesome, 103 00:05:00,870 --> 00:05:03,450 why don't we use them all the time? 104 00:05:03,450 --> 00:05:07,640 Let's input a bit of Y rotation into our arrow. 105 00:05:07,640 --> 00:05:10,370 With this 30 degree rotation on the Y axis, 106 00:05:10,370 --> 00:05:12,620 I changed the orientation of the arrow. 107 00:05:12,620 --> 00:05:15,200 So how will be its motion now? 108 00:05:15,200 --> 00:05:18,760 Will it still rotate around its X axis? 109 00:05:18,760 --> 00:05:20,300 Well, not exactly. 110 00:05:20,300 --> 00:05:25,300 It's still doing a revolution, but the axis has changed. 111 00:05:25,510 --> 00:05:29,870 It's like we have given it a new orientation 112 00:05:29,870 --> 00:05:33,500 before we start the revolution motion. 113 00:05:33,500 --> 00:05:38,230 When we input a Y value, it's like we are changing 114 00:05:38,230 --> 00:05:41,780 the initial orientation of our arrow 115 00:05:41,780 --> 00:05:46,270 and while the arrow, it's still doing a revolution motion, 116 00:05:46,270 --> 00:05:51,270 it's not doing it anymore around the same visual axis. 117 00:05:51,920 --> 00:05:55,093 So why is that and how can we handle this? 118 00:05:55,093 --> 00:05:59,010 Basically, to define the orientation of the arrow. 119 00:05:59,010 --> 00:06:03,950 Blender is reading the Euler rotation value in sequence 120 00:06:03,950 --> 00:06:06,700 and this is why we can change different type 121 00:06:06,700 --> 00:06:08,690 of Euler rotation. 122 00:06:08,690 --> 00:06:12,720 It will simply change the order of the sequence. 123 00:06:12,720 --> 00:06:15,160 When I say in sequence, I mean that, 124 00:06:15,160 --> 00:06:17,950 Blender will first read in this case, 125 00:06:17,950 --> 00:06:19,370 the Z rotation axis, 126 00:06:20,476 --> 00:06:22,745 then the Y rotation axis, 127 00:06:22,745 --> 00:06:25,580 and finally the X rotation axis. 128 00:06:25,580 --> 00:06:28,350 So basically, it start by the end. 129 00:06:28,350 --> 00:06:33,060 For the XYZ Euler rotation, it will first read Z, 130 00:06:33,060 --> 00:06:35,600 then Y and finally X. 131 00:06:35,600 --> 00:06:38,910 For a ZYX Euler rotation, 132 00:06:38,910 --> 00:06:42,830 it will first read X then Y and finally Z, 133 00:06:42,830 --> 00:06:44,770 and this is why, in a way, 134 00:06:44,770 --> 00:06:47,960 we feel like the Z axis and the Y axis 135 00:06:47,960 --> 00:06:50,410 are giving a different orientation 136 00:06:50,410 --> 00:06:55,000 while we are executing the revolution around the X axis. 137 00:06:55,000 --> 00:06:57,170 But this is not exactly true. 138 00:06:57,170 --> 00:07:00,563 And what happen if we input some motion 139 00:07:00,563 --> 00:07:02,420 onto those two axes? 140 00:07:02,420 --> 00:07:06,130 If I get rid of the rotation on the Z axis 141 00:07:06,130 --> 00:07:10,640 and I'll input some rotation motion onto the Y axis 142 00:07:10,640 --> 00:07:14,343 while maintaining the rotation motion onto the Y axis, 143 00:07:15,230 --> 00:07:18,660 we can see we get a very weird motion. 144 00:07:18,660 --> 00:07:22,430 And if I track now the tip of my arrow, 145 00:07:22,430 --> 00:07:24,430 it's super strange. 146 00:07:24,430 --> 00:07:27,200 I will get rid of the interpolation of my curve, 147 00:07:27,200 --> 00:07:29,750 so that we have a linear motion, 148 00:07:29,750 --> 00:07:32,440 and now if I mute the Y axis, 149 00:07:32,440 --> 00:07:35,450 I see my classical rotation 150 00:07:35,450 --> 00:07:39,020 but as I mute the X axis 151 00:07:39,020 --> 00:07:41,580 and have only the Y rotation, 152 00:07:41,580 --> 00:07:46,580 we can see that the rotation or revolution on the Y 153 00:07:47,000 --> 00:07:49,520 depends on the value on the X 154 00:07:49,520 --> 00:07:53,030 and it totally changed the behavior of the arrow. 155 00:07:53,030 --> 00:07:57,880 So this is one of the main issue regarding Euler rotation 156 00:07:57,880 --> 00:08:02,090 and it's linked to the gimbal lock. 157 00:08:02,090 --> 00:08:04,200 To illustrate the gimbal lock, 158 00:08:04,200 --> 00:08:05,870 we will use this Suzanne head. 159 00:08:05,870 --> 00:08:08,540 I have three different rotation object. 160 00:08:08,540 --> 00:08:12,750 Each object can rotate only on one single axis. 161 00:08:12,750 --> 00:08:16,260 Red is X, green is Y, and blue is Z. 162 00:08:16,260 --> 00:08:19,720 And I will parent the monkey head to the red one, 163 00:08:19,720 --> 00:08:20,653 the red one to the green one, 164 00:08:20,653 --> 00:08:22,770 and the green one to the blue one, 165 00:08:22,770 --> 00:08:26,900 so that we can rotate them in sequence as with Eulers. 166 00:08:26,900 --> 00:08:30,480 So rotating the X object will make the head rotate. 167 00:08:30,480 --> 00:08:32,670 If I rotate the Y object, 168 00:08:32,670 --> 00:08:35,470 both the head and the red one will rotate, 169 00:08:35,470 --> 00:08:38,970 and finally, rotating Z will rotate everything. 170 00:08:38,970 --> 00:08:41,690 I can easily create revolution animation 171 00:08:41,690 --> 00:08:45,270 or any rotation animation around the X axis. 172 00:08:45,270 --> 00:08:47,090 If I rotate a bit Y, 173 00:08:47,090 --> 00:08:50,280 it will change the initial orientation of X, 174 00:08:50,280 --> 00:08:53,040 thus, the revolution axis of the head. 175 00:08:53,040 --> 00:08:56,530 The problem is with this evaluation of orientation 176 00:08:56,530 --> 00:09:01,480 through sequence, if I rotate Y by 90 degrees, 177 00:09:01,480 --> 00:09:04,540 then X and Z will be aligned 178 00:09:04,540 --> 00:09:08,140 and from there, rotating whether Z or X, 179 00:09:08,140 --> 00:09:11,690 won't change the behavior of our head 180 00:09:11,690 --> 00:09:14,000 and this is what we call a gimbal lock. 181 00:09:14,000 --> 00:09:16,960 We have isolated one rotation axis 182 00:09:16,960 --> 00:09:20,470 in this case, the original X axis. 183 00:09:20,470 --> 00:09:24,170 So to keep things simple, whenever you are using Euler, 184 00:09:24,170 --> 00:09:28,360 just forget about the middle axis in the sequence 185 00:09:28,360 --> 00:09:31,930 and use Eulers only for one or two 186 00:09:31,930 --> 00:09:34,680 axis rotation controllers. 187 00:09:34,680 --> 00:09:37,560 If your controller is supposed to rotate freely 188 00:09:37,560 --> 00:09:39,070 around the three axes, 189 00:09:39,070 --> 00:09:41,310 we will favorize quaternions. 190 00:09:41,310 --> 00:09:42,580 When I need to choose 191 00:09:42,580 --> 00:09:45,940 which type of Euler sequence I'm going to use, 192 00:09:45,940 --> 00:09:49,050 I make sure that the first in the sequence 193 00:09:49,050 --> 00:09:51,230 is the most important axis 194 00:09:51,230 --> 00:09:54,040 the one that will rotate the most. 195 00:09:54,040 --> 00:09:57,360 The one in the middle is the one I want to isolate, 196 00:09:57,360 --> 00:10:00,020 the one I don't want to use, 197 00:10:00,020 --> 00:10:03,860 and the third one is kind of a secondary axis. 198 00:10:03,860 --> 00:10:06,390 On the foot roll controller, for example, 199 00:10:06,390 --> 00:10:09,520 I will favorize the X axis, 200 00:10:09,520 --> 00:10:13,330 and the Z axis will come in second position, 201 00:10:13,330 --> 00:10:16,770 and I don't want to rotate around the Y axis. 202 00:10:16,770 --> 00:10:19,290 For the shoulder, it's a bit the same. 203 00:10:19,290 --> 00:10:23,730 The X axis will be the main rotation axis, 204 00:10:23,730 --> 00:10:25,630 the Z the secondary. 205 00:10:25,630 --> 00:10:28,240 I keep the Y axis available 206 00:10:28,240 --> 00:10:31,490 because I know we can do find the tweaking, 207 00:10:31,490 --> 00:10:35,543 but those are going to be very low angle adjustments. 208 00:10:36,660 --> 00:10:38,330 Let's have a look to quaternions. 209 00:10:38,330 --> 00:10:39,910 With my arrow selected, 210 00:10:39,910 --> 00:10:43,220 I will choose in the Rotation Menu, Quaternions. 211 00:10:43,220 --> 00:10:45,590 We now have four channels. 212 00:10:45,590 --> 00:10:48,640 When I changed the value on X, Y, or Z, 213 00:10:48,640 --> 00:10:52,580 the arrow rotate around the X, Y, or Z axis. 214 00:10:52,580 --> 00:10:55,980 So it seems to behave as it did before, 215 00:10:55,980 --> 00:10:58,060 but that's not exactly the case. 216 00:10:58,060 --> 00:11:00,440 We generally use quaternions 217 00:11:00,440 --> 00:11:03,210 from a value of 1 to minus 1. 218 00:11:03,210 --> 00:11:06,770 If I set the value on the Y axis to 1, 219 00:11:06,770 --> 00:11:11,770 I will see my arrow rotated by 90 degree around the Y axis, 220 00:11:12,110 --> 00:11:15,550 and minus Y will be minus 90 degree. 221 00:11:15,550 --> 00:11:20,550 But if I want to do a 180 degree rotation on the Y axis, 222 00:11:21,710 --> 00:11:23,240 I will get stuck. 223 00:11:23,240 --> 00:11:27,120 As I go beyond a value of 1 which I can do, 224 00:11:27,120 --> 00:11:30,660 the arrow will go beyond the 90 degree angle 225 00:11:30,660 --> 00:11:32,470 but there is a lot of easing 226 00:11:32,470 --> 00:11:35,428 and the closer I get to 180 degree, 227 00:11:35,428 --> 00:11:38,390 the more and more I need to increase the value 228 00:11:38,390 --> 00:11:42,910 and I won't be able to get to this 180 degree angle 229 00:11:42,910 --> 00:11:46,370 even if I push the value to the infinite. 230 00:11:46,370 --> 00:11:50,110 If I now try to reach this orientation manually 231 00:11:50,110 --> 00:11:53,460 instead of using the value inputs, 232 00:11:53,460 --> 00:11:58,210 we can see our Y value changing as expected, 233 00:11:58,210 --> 00:12:01,250 but also the W value. 234 00:12:01,250 --> 00:12:04,880 These values that was 1 got to 0 235 00:12:04,880 --> 00:12:07,500 and is now getting to minus 1, 236 00:12:07,500 --> 00:12:11,400 while the Y value is also changing at the same time. 237 00:12:11,400 --> 00:12:15,000 And this is because those are not rotation values, 238 00:12:15,000 --> 00:12:19,140 but each channels equal an orientation. 239 00:12:19,140 --> 00:12:23,430 And the values we are manipulating are the quantity 240 00:12:23,430 --> 00:12:28,250 or the weight of each of those orientation we are giving 241 00:12:28,250 --> 00:12:31,890 to set the final orientation of our object. 242 00:12:31,890 --> 00:12:34,620 This is something that was super well explained 243 00:12:34,620 --> 00:12:36,870 on the sociamix YouTube channel, 244 00:12:36,870 --> 00:12:40,130 and I will put the link in the documentation. 245 00:12:40,130 --> 00:12:42,470 Here, I have four different object, 246 00:12:42,470 --> 00:12:44,190 each one has a value of 1 247 00:12:44,190 --> 00:12:47,160 on one of the quaternions input. 248 00:12:47,160 --> 00:12:51,740 If I set a value of 0.5 on W and on X, 249 00:12:51,740 --> 00:12:54,780 you can see our object pointing down. 250 00:12:54,780 --> 00:12:57,690 It's half way the orientation on W, 251 00:12:57,690 --> 00:13:00,680 and half way the orientation on X. 252 00:13:00,680 --> 00:13:03,910 I can repeat the process with W and Z, 253 00:13:03,910 --> 00:13:06,440 and now the object will be facing us. 254 00:13:06,440 --> 00:13:08,770 So I believe it can be a little bit abstract, 255 00:13:08,770 --> 00:13:10,920 and it is also for me. 256 00:13:10,920 --> 00:13:12,850 The benefit of quaternions 257 00:13:12,850 --> 00:13:15,670 is that it will take the shortest path 258 00:13:15,670 --> 00:13:18,170 from one orientation to another. 259 00:13:18,170 --> 00:13:20,560 So if I use my initial arrow, 260 00:13:20,560 --> 00:13:24,420 and I will key different orientation in space, 261 00:13:24,420 --> 00:13:28,300 and I will then set my curve to linear interpolation 262 00:13:28,300 --> 00:13:30,220 and calculate the motion path, 263 00:13:30,220 --> 00:13:32,150 you can see those clean arcs 264 00:13:32,150 --> 00:13:35,010 going from one position to the other. 265 00:13:35,010 --> 00:13:37,330 While if I switch to Euler rotation 266 00:13:37,330 --> 00:13:41,610 and key exactly the same orientation at the same time, 267 00:13:41,610 --> 00:13:44,400 you will see that my curve change, 268 00:13:44,400 --> 00:13:48,160 and it is kind of zigzagging in a smooth manner. 269 00:13:48,160 --> 00:13:50,730 So the big strength of quaternion 270 00:13:50,730 --> 00:13:53,600 is to not have any gimbal lock 271 00:13:53,600 --> 00:13:56,510 and being able to go to one orientation 272 00:13:56,510 --> 00:13:58,460 to the other flawlessly. 273 00:13:58,460 --> 00:14:01,010 It's perfect for any tracking motion 274 00:14:01,010 --> 00:14:05,800 like the head, the arm, the wrist, or even the spine, 275 00:14:05,800 --> 00:14:07,820 but it has some limitation. 276 00:14:07,820 --> 00:14:12,410 You can't do a proper revolution with quaternions, 277 00:14:12,410 --> 00:14:16,260 it's very complicated to read the curve interpolation 278 00:14:16,260 --> 00:14:20,250 since it's generally a mixture of all the channels 279 00:14:20,250 --> 00:14:22,090 at the same time. 280 00:14:22,090 --> 00:14:24,940 So the best way to deal with quaternions 281 00:14:24,940 --> 00:14:26,640 is to track your arcs 282 00:14:26,640 --> 00:14:29,610 whenever you are polishing your animation. 283 00:14:29,610 --> 00:14:31,530 A classic bug with quaternions 284 00:14:31,530 --> 00:14:34,220 is when you're trying to do a revolution 285 00:14:34,220 --> 00:14:37,150 and see the orientation flipping. 286 00:14:37,150 --> 00:14:38,740 This can happen often 287 00:14:38,740 --> 00:14:42,610 especially if you don't go into a very detailed blocking, 288 00:14:42,610 --> 00:14:45,020 and the simplest way to fix it 289 00:14:45,020 --> 00:14:48,560 is to animate on once whenever you are transitioning 290 00:14:48,560 --> 00:14:50,450 from one orientation to the other 291 00:14:50,450 --> 00:14:52,630 and you have these flipping problem. 292 00:14:52,630 --> 00:14:54,940 We will probably face these issues 293 00:14:54,940 --> 00:14:56,550 in the incoming chapters. 294 00:14:56,550 --> 00:14:58,440 Don't worry if it's a bit confusing, 295 00:14:58,440 --> 00:15:00,600 you don't need to know all these theory 296 00:15:00,600 --> 00:15:02,510 to become a good animator. 297 00:15:02,510 --> 00:15:05,820 To summarize, we have seen that the orientation 298 00:15:05,820 --> 00:15:09,370 is the result of any rotation 299 00:15:09,370 --> 00:15:11,810 at a specific moment in time. 300 00:15:11,810 --> 00:15:14,700 A sequence of different orientation 301 00:15:14,700 --> 00:15:19,050 can give the impression of rotation motion. 302 00:15:19,050 --> 00:15:21,270 You should use Euler rotation 303 00:15:21,270 --> 00:15:26,270 whenever you are rotating around one or two axis maximum. 304 00:15:26,558 --> 00:15:30,450 Eulers are awesome because they are very easy to read 305 00:15:30,450 --> 00:15:33,380 and edit in the graph editor, 306 00:15:33,380 --> 00:15:36,550 and you can do a full revolution with them. 307 00:15:36,550 --> 00:15:39,580 But they can have confusing behavior 308 00:15:39,580 --> 00:15:41,900 whenever you are trying to manipulate 309 00:15:41,900 --> 00:15:44,680 multiple axes at the same time, 310 00:15:44,680 --> 00:15:48,820 and you may also encounter gimbal lock trouble. 311 00:15:48,820 --> 00:15:51,670 Quaternions won't have any gimbal lock. 312 00:15:51,670 --> 00:15:53,600 They have a consistent behavior 313 00:15:53,600 --> 00:15:57,410 no matter the orientation you are trying to reach, 314 00:15:57,410 --> 00:16:01,530 but the graph editor can be a bit confusing. 315 00:16:01,530 --> 00:16:03,420 You can't, or it's very hard 316 00:16:03,420 --> 00:16:06,893 to execute in your revolution using quaternions. 24476

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