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…
From what I remember it is solved mostly behind the scenes with Quatorians (I think Maya and Max use Quats but only display rotations.) The issue which I think will take more time is how the hell do you display/expose control conveniently, thats where rotation orders come in, nothing beats the simplicity of the rotation…
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…