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Problems, problems, problems...

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Jul 7, 2009
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Hi all!
I have made Wooden Gear model that turns around usind 1 bone, called Default
I wanted to experiment with Ribbons to make the effect of speedy turn on my Gear, so...
4165399.jpg

1) if I create Ribbon at x: 0 y: 64: z: 15 it has nice size but bad position (between nearby pieces of wood)
2165397.jpg


2) if I create Ribbon at x: 64 y: 0: z: 15 it has awful size but great position (inside the piece of wood)
6165401.jpg

1165396.jpg


3) if I try to combine... x: 64 y: 0: z: 15 with turning on the Ribbon for 0: {90, 0, 0, 1}... something happens
5165400.jpg

3165398.jpg


I tried turn it to
0: {1, 0, 0, 1},
0: {0, 1, 0, 1},
0: {0, 0, 1, 0} etc.
And also tried
0: {0, 0, 0, 1}
1000: {1, 0, 0, 1} etc.
But results are big and laggy.
Also tried Linear... Bezier types of rotation, nothing helps!

How to use those "Rotation" options?
 
lol quaternions with a module higher than 1, that indeed messes up things. If you want to do rotations, then import your Gear to Gmax or 3dsmax, link the gear to a bone, add the ribbon emitter there and rotate it.

Doing this in magos is a bit complicated unless you know about quaternions and you must have a EulerAngles2Quaternion converting tool.

Anyways: Read this topic: http://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles

Here's oinker's converter: http://www.hiveworkshop.com/forums/...200421180-rotating-animations-eulertoquat.rar
 
Level 3
Joined
Jul 7, 2009
Messages
30
:O I feel that I am too young for that science :\ (Quaternions and Euler angles)
 
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