how to get proper orientation by adding multy orientations

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irakli_san
Posts: 29
Joined: 03 Jul 2009, 12:18

how to get proper orientation by adding multy orientations

Post by irakli_san » 06 Oct 2010, 11:33

if i set orientation and then i want to edit orientation by adding second orientation node, i get strange angles.
all i want is to set orientation and then add more like local orientation. i think that i'm doing something wrong. there must be different method to add two or more orientation.

grahamef
Posts: 281
Joined: 23 Jun 2009, 19:01

Re: how to get proper orientation by adding multy orientations

Post by grahamef » 06 Oct 2010, 17:18

You cannot set the same kine values twice in the same tree. Instead, you can store interim values as custom attributes and then set the kine.global once at the end.

Also, be very careful when getting an object's kine.global, modifying it, and then setting the same object's kine.global because you risk creating cycles. Ideally you should be using one object as the controller that you read values from and setting values on a different object.

That said, you can compose rotations by:

- Multiplying or adding two rotation (axis and angle) values.

- Multiplying two quaternions.

- Multiplying two matrices.

You won't get good results working with Euler angles.