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<h1 class="headline1" id="">Rotation Modes</h1><p class="textBlock">There are two common ways on how to deal with rotations in 3D engines:</p><ul class="listMain"> <li class="listItem"><span class="listText">Euler Angles</span></li> <li class="listItem"><span class="listText">Quaternions</span></li> -</ul><p class="textBlock">If you don't know the difference or always wondered what's behind the miracle of Quaternions, then take a look at the following video:</p><iframe width="560" height="315" src="https://www.youtube.com/embed/4mXL751ko0w?ecver=1" frameborder="0" allowfullscreen></iframe> +</ul><p class="textBlock">If you don't know the difference or always wondered what's behind the miracle of Quaternions, then take a look at the following video:</p><iframe width="560" height="315" src="https://www.youtube.com/embed/4mXL751ko0w?ecver=1" frameborder="0" allowfullscreen></iframe>
<p class="imageText">Euler Angels and Quaternions explained by Sutrabla</p><h2 class="headline2" id="EulerInterpolation">Euler Interpolation</h2><p class="textBlock">In this mode all rotation keys are stored as Euler angles. Euler angles define the orientation of a joint/transform by using 3 values (x, y and z) represented in degrees. The angles represent a rotation z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order).</p><ul class="listMain"> <li class="listItem"><span class="listText"> Euler angles are very descriptive, easy to understand and to edit. The curves of Euler angles can be edited directly in the Curves window providing full control over the way rotations behave between two key frames. @@ -236,7 +236,7 @@ <li class="listItem"><span class="listText"> The downside of Euler angles is, that they can suffer from a mathematical problem called gimbal lock. The following video explains gimbal lock: </br> - </br><iframe width="560" height="315" src="https://www.youtube.com/embed/zc8b2Jo7mno?ecver=1" frameborder="0" allowfullscreen></iframe> + </br><iframe width="560" height="315" src="https://www.youtube.com/embed/zc8b2Jo7mno?ecver=1" frameborder="0" allowfullscreen></iframe>
<p class="imageText">"Euler (gimbal lock) Explained" - by GuerrillaCG</p> </span></li> </ul><h2 class="headline2" id="QuaternionInterpolation">Quaternion Interpolation</h2><p class="textBlock">In this mode all rotation keys are stored as quaternion values. Quaternions represent the orientation of a joint/transform by using 4 values (x, y, z and w).</p><ul class="listMain"> @@ -250,12 +250,12 @@ <li class="listItem"><span class="listText">To manipulate the three dimensional path of the rotation adding additional keys usually gives satisfying results.</span></li> <li class="listItem"><span class="listText">If the Progression Curve over- or undershoots so will do the resulting rotation. It will over- or undershoot the keyed rotation (always staying at the same rotation path).</span></li> <li class="listItem"><span class="listText">If there is no change between two keys the Progression Curve is flat. Flat Progression Curves can't be edited.</span></li> -</ul> - <div class="mainContentFooter"> - <p class="textBlock" style="float:left">Copyright © 2017 - 2020 Soxware Interactive ALL RIGHTS RESERVED</p> - <p class="textBlock" align="right"><a href="https://forum.unity.com/threads/new-umotion-animation-editor-released.490618/" class="link">Unity Forum Thread</a> | <a href="https://www.facebook.com/Soxware/" class="link">Facebook</a> | <a href="https://twitter.com/SoxwareInteract" class="link">Twitter</a> | <a href="https://www.youtube.com/channel/UCCuE6nI5gHvUQjx0lo6Twtg" class="link">Youtube</a></p> - </div> - </div> - </div> - </body> -</html> +</ul>
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