Process rotations keys to make Euler angles continuous bewtween
successive keyframes.
This is done for each keyframe by finding an equivalent set of
Euler angles that is closest to the proceeding key. Therefore, the
object's orientation at the keyfram will remain the same but the
actual angles may change.
This is useful for removing cycles of more than 180 degrees from
the keyframes which will result in smoother animation fcurves. This
can occur with motion captured data and/or is also useful when
converting between quaternion and Euler fcurves.
MakeRotationsContinuous( [InputObjs] ); |
Parameter | Type | Description |
---|---|---|
InputObjs | String | List of objects.
Default Value: Currently selected objects |
' ' In this example, an FCurve is created on the ZRot param ' of a cone. Then, some keys are created (at frames 1, 15 and 30) ' which are then made continuous. (by removing an extra rotation ' of 360 degrees at frame 15) ' NewScene CreatePrim "Cone", "MeshSurface", "MyCone" ' Add keys at frames 1, 15 and 30 SaveKey "MyCone.kine.local.rotz", 1, 0 SaveKey "MyCone.kine.local.rotz", 15, 540 SaveKey "MyCone.kine.local.rotz", 30, 360 ' Play the animation PlayForwardsFromStart ' Make rotation keys continuous MakeRotationsContinuous ' Play the animation PlayForwardsFromStart |
ConvertQuatToEuler ConvertEulerToQuat RemoveAnimation RemoveAllAnimation SaveKey RemoveKey PrevKey FirstKey LastKey FCurve