Object Rotation
I like to see a simple easy to use object rotation method that doesn't suffer from gimbal lock as in Euler rotations or the complexity and limits of Axis angle and Quaternion rotation. What is stopping an absolute axis for x,y and z rotation that doesn't reorient all of the axes as the animation evolves and can represent rotations of any specified value... say maybe 1500 degrees as in a rolling ball. The user would know exactly how each axis is oriented, not have to play games with the Gizmos and most importantly avoid gimbal lock.
3 Comments
Hello,
If you happen to discover what you are looking for, you will probably make a lot of money and win some medals. There are a finite number of methods to find angles in 3D. Euler rotations are only relatively simple, and as noted have the gimble-lock problem. Matrix algebra replaced calculations in quaternions perhaps because it was more general, but good luck understanding that stuff. So quatenion math (4D vector with real and imaginary parts) came back in style with the advent of computer graphics because, surprise, it is the simple solution to avoid the gimble lock problem.
Quaternions?
My issue with quaternion rotation is that you are limited to 180 degrees or less. I realize that key frames need to be added to accommodate this trait. I really enjoy the ability to set the animation to an exponential curve and only need to set the starting and ending points (Euler). Travel / rotation speeds are all set up perfectly by the software. Setting up all of these additional key frames and maintaining the exponential timing is awkward, error prone and time consuming. What really is the need for a gimbal anyway? In addition, I'd really like to find some PRACTICAL guidance to using Quaternion rotations. Everything on line is obsessed with the math theory. That's great but how do you use the &^% thing ?