Just a few things you can do to minimize gimbal lock. Freeze Transforms on your animation controllers in the bind pose. Constrained objects don't matter, just objects you intend to keyframe. If your animation's starting pose is very different from the bind pose, then immediately create an animation layer to animate on. (At…
3D animation like any artistic field in computer graphics has a few known limitations and unresolved mathematical constraints. The most common one is the Gimbal Lock issue, a well know limitation. Despite the fact that some rigs found some cheap ways to work around it (by adding parent/child controllers for example), it's…
Euler filter helps 90% of the time :) Some systems use quaternion rotation, which "converts" the rotation of an object into a vector of xyz and a float value that describes the angle. The way this is handled, you avoid gimbal lock completely, since it is mathematically more precise. The issue with quaternion is that the…
I think it would take a fundamental shift in how 3d programs handle rotation to rid this issue. Considering top minds across multiple fields have come up with the current solution, I really don't see it changing any time soon. Even though rotation is a core manipulator type, it's not really 'broken' enough to fix. Like you…