Hi !
I've started to study how 3ds max is working with rotations "under the hood", learning about quaternions and matrix stuff...
But I'm a bit stuck here... It seems like "quaternions" in maxscript are actually
rotations, and so adding 2 rotations (something like "rot1 + rot2") will actually involve more complex maths, making the quaternion addition non commutative... Am I right ?
I used a very simple setup to confirm this, but it is confusing me even more...:poly122:
Here's what I have :
2 bones, with Bone02 parented to Bone01 :
Bone01
-Bone02
I used a script controller on Bone02's rotation with this script :
currParent.rotation
(currParent is assigned to node Bone01)
I was expecting to see Bone02 rotating twice as fast asBone01, but it's the opposite : Bone02 is not rotating at all.
I tested a few more thing, like basic twistbone setup (as explained
here), but I can't understand how the operations work.
I searched on the internet but couldn't find anything useful, so if someone know how 3ds is handling quaternions and matrix operations, please, I need your help !!