# Problems, problems, problems...

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#### WispY

Level 3
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...

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

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

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

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?

Level 21
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

#### WispY

Level 3
:O I feel that I am too young for that science :\ (Quaternions and Euler angles)

Level 21
Euler angles are the ones that you have always used, like rotating 90º on the x axis, and so on.

Quaternions are indeed something complex, that's why there's an euler2quat converter.

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