This month, I am tackling some pretty technical issues that affect CG artists on a daily basis. I am going to walk you though the often over-looked issue of Gimbal, using a whole bunch of examples to explain what it is, what causes it and the issues it can have over our animations.
I'll intentionally 'break' Maya's maths so that you can begin to understand the effect of using Euler based algorithms over Quaternion. I'll conclude the tutorial by aiming to solve the problem as best as I can, and by grouping and using the Rotation Order options in the DAG node, in both our initial scene and with a simple biped rig.
I hope you enjoy watching it as much as I enjoyed putting it together! As always, please drop me a line with your comments and let me know if you have any suggestions for future tutorials.
Euler and Quaternion maths
Length of the tutorial
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