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Rotation and parenting : quaternions are driving me nuts !!

polycounter lvl 6
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TweaK polycounter lvl 6
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 !! :)
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