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- [Instructor] Before we
start animating our character,
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I'd like to talk a bit about rotations
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and how Blender and 3D application
in general, and all them.
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One key component to understand
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is that orientation and rotation
are two different things.
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Rotation is the action or the motion
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of rotating around an
axis or multiple axes
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while orientation is the
result of those rotation
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at a specific moment in time.
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In this example, the orientation
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is where the arrow is pointing at.
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It's currently oriented straight up
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because it has no rotation values.
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So what we see per frames
are just orientation.
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And when we have different
orientation in sequence,
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we can simulate a rotation.
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In this example,
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I have a bunch of different arrow object
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with different colors,
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and they all have different orientation
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and they will appear only
on one frame at a time.
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But if I played the animation
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and I displayed those different arrows
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with different orientation in sequence,
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we feel like there is a rotating arrow.
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Don't worry, you don't
need to think about this
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whenever you're animating.
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What I'm just pointing out here
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is that you can bring
the feeling of rotation
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or rotating motion in different ways.
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And sometime your graph editor
might not exactly reflect
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the sensation of rotation you have
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playing in your animation.
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In this next example,
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I have two arrows with
exactly the same orientation,
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but one is rotated by a
360 degrees on the X axis
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while the other one has no rotation.
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And if I insert a keyframe
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for the rotation channels
of those two arrows,
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we can see that for the same orientation,
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we have two different values.
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So the rotation motion
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would be a variation of
those values over time.
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But if in this case I do a 360 degree turn
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over only one frame,
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I don't see any rotation on screen.
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So it's kind of a stupid example,
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but my goal here is to show you
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that even if the graph editor
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is outputting a rotation motion,
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the feeling on screen or in
your output might be different.
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And so it's very important
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to check your motion path,
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your arcs, and your spacing
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whenever you are animating a rotation.
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In the end, when we are
manipulating rotation curve,
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99% of the time it does
make sense and it's logical
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but sometime, especially with quaternions,
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it won't be logical at all
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and it's better to focus on the output
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than how you got there.
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Let's have a quick look to
the different rotation types
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and when to use them.
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You can change the rotation type
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of most item in the transform panel
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by clicking in the rotation menu.
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We will find quaternions rotation mode,
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different Euler rotation,
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and finally the axis angle mode
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that we won't be talking about
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because I never ever use it.
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Eulers are very cool
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because they are very easy to understand
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especially when
manipulating only one axis.
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You can input the value you want
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on the rotation axis of your choice
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and the object will
rotate around this axis.
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For example here, around the X axis.
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And the cool thing about
Euler rotation on one axis
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is that it's very easy
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and logical to read in the graph editor.
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To illustrate it, I will create
a full revolution animation
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around the X axis.
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A revolution around one axis
is a 360 degree rotation.
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In this case, around the X axis.
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I will then add an empty that
I will parent to the arrow,
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placing it on the tip of the arrow
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and calculate its motion path
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so that we can see the spacing
of our revolution motion.
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When we now watch the result,
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we can clearly see the
difference of spacing
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around frame 15
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where the curve has the
most value variation
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while around frame 0 and frame 30,
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we have some easing.
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So single axis Euler rotation curve
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are super easy to read
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and they are the perfect choice
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whenever you are using a controller
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that need to rotate only on one axis
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like elbows, finger joints,
foot roll, or knees.
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Since Eulers are awesome,
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why don't we use them all the time?
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Let's input a bit of Y
rotation into our arrow.
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With this 30 degree
rotation on the Y axis,
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I changed the orientation of the arrow.
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So how will be its motion now?
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Will it still rotate around its X axis?
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Well, not exactly.
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It's still doing a revolution,
but the axis has changed.
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It's like we have given
it a new orientation
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before we start the revolution motion.
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When we input a Y value,
it's like we are changing
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the initial orientation of our arrow
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and while the arrow, it's still
doing a revolution motion,
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it's not doing it anymore
around the same visual axis.
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So why is that and how can we handle this?
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Basically, to define the
orientation of the arrow.
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Blender is reading the Euler
rotation value in sequence
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and this is why we can
change different type
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of Euler rotation.
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It will simply change the
order of the sequence.
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When I say in sequence, I mean that,
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Blender will first read in this case,
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the Z rotation axis,
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then the Y rotation axis,
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and finally the X rotation axis.
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So basically, it start by the end.
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For the XYZ Euler rotation,
it will first read Z,
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then Y and finally X.
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For a ZYX Euler rotation,
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it will first read X then Y and finally Z,
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and this is why, in a way,
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we feel like the Z axis and the Y axis
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are giving a different orientation
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while we are executing the
revolution around the X axis.
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But this is not exactly true.
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And what happen if we input some motion
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onto those two axes?
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If I get rid of the rotation on the Z axis
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and I'll input some rotation
motion onto the Y axis
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while maintaining the rotation
motion onto the Y axis,
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we can see we get a very weird motion.
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And if I track now the tip of my arrow,
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it's super strange.
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I will get rid of the
interpolation of my curve,
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so that we have a linear motion,
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and now if I mute the Y axis,
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I see my classical rotation
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but as I mute the X axis
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and have only the Y rotation,
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we can see that the rotation
or revolution on the Y
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depends on the value on the X
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and it totally changed
the behavior of the arrow.
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So this is one of the main
issue regarding Euler rotation
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and it's linked to the gimbal lock.
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To illustrate the gimbal lock,
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we will use this Suzanne head.
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I have three different rotation object.
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Each object can rotate
only on one single axis.
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Red is X, green is Y, and blue is Z.
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And I will parent the
monkey head to the red one,
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the red one to the green one,
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and the green one to the blue one,
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so that we can rotate them
in sequence as with Eulers.
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So rotating the X object
will make the head rotate.
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If I rotate the Y object,
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both the head and the red one will rotate,
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and finally, rotating Z
will rotate everything.
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I can easily create revolution animation
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or any rotation animation
around the X axis.
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If I rotate a bit Y,
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it will change the
initial orientation of X,
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thus, the revolution axis of the head.
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The problem is with this
evaluation of orientation
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through sequence, if I
rotate Y by 90 degrees,
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then X and Z will be aligned
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and from there, rotating whether Z or X,
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won't change the behavior of our head
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and this is what we call a gimbal lock.
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We have isolated one rotation axis
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in this case, the original X axis.
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So to keep things simple,
whenever you are using Euler,
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just forget about the
middle axis in the sequence
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and use Eulers only for one or two
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axis rotation controllers.
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If your controller is
supposed to rotate freely
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around the three axes,
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we will favorize quaternions.
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When I need to choose
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which type of Euler
sequence I'm going to use,
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I make sure that the first in the sequence
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is the most important axis
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the one that will rotate the most.
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The one in the middle is
the one I want to isolate,
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the one I don't want to use,
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and the third one is
kind of a secondary axis.
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On the foot roll controller, for example,
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I will favorize the X axis,
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and the Z axis will
come in second position,
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and I don't want to
rotate around the Y axis.
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For the shoulder, it's a bit the same.
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The X axis will be the main rotation axis,
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the Z the secondary.
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I keep the Y axis available
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because I know we can
do find the tweaking,
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but those are going to be
very low angle adjustments.
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Let's have a look to quaternions.
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With my arrow selected,
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I will choose in the
Rotation Menu, Quaternions.
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We now have four channels.
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When I changed the value on X, Y, or Z,
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the arrow rotate around
the X, Y, or Z axis.
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So it seems to behave as it did before,
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but that's not exactly the case.
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We generally use quaternions
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from a value of 1 to minus 1.
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If I set the value on the Y axis to 1,
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I will see my arrow rotated by
90 degree around the Y axis,
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and minus Y will be minus 90 degree.
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But if I want to do a 180
degree rotation on the Y axis,
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I will get stuck.
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As I go beyond a value
of 1 which I can do,
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the arrow will go beyond
the 90 degree angle
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but there is a lot of easing
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and the closer I get to 180 degree,
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the more and more I need
to increase the value
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and I won't be able to get
to this 180 degree angle
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even if I push the value to the infinite.
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If I now try to reach
this orientation manually
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instead of using the value inputs,
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we can see our Y value
changing as expected,
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but also the W value.
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These values that was 1 got to 0
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and is now getting to minus 1,
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while the Y value is also
changing at the same time.
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And this is because those
are not rotation values,
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but each channels equal an orientation.
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And the values we are
manipulating are the quantity
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or the weight of each of those
orientation we are giving
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to set the final
orientation of our object.
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This is something that
was super well explained
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on the sociamix YouTube channel,
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and I will put the link
in the documentation.
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Here, I have four different object,
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each one has a value of 1
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on one of the quaternions input.
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If I set a value of 0.5 on W and on X,
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you can see our object pointing down.
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It's half way the orientation on W,
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and half way the orientation on X.
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I can repeat the process with W and Z,
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and now the object will be facing us.
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So I believe it can be
a little bit abstract,
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and it is also for me.
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The benefit of quaternions
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is that it will take the shortest path
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from one orientation to another.
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So if I use my initial arrow,
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and I will key different
orientation in space,
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00:13:24,420 --> 00:13:28,300
and I will then set my curve
to linear interpolation
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and calculate the motion path,
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you can see those clean arcs
264
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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
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you will see that my curve change,
268
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and it is kind of zigzagging
in a smooth manner.
269
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So the big strength of quaternion
270
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is to not have any gimbal lock
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and being able to go to one orientation
272
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to the other flawlessly.
273
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It's perfect for any tracking motion
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like the head, the arm, the
wrist, or even the spine,
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but it has some limitation.
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You can't do a proper
revolution with quaternions,
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00:14:12,410 --> 00:14:16,260
it's very complicated to
read the curve interpolation
278
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since it's generally a
mixture of all the channels
279
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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
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whenever you are polishing your animation.
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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
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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.
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00:15:48,820 --> 00:15:51,670
Quaternions won't have any gimbal lock.
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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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