Angelouscuitry opened this issue on Apr 15, 2004 ยท 11 posts
bikermouse posted Sat, 17 April 2004 at 3:42 PM
You don't have to know about the math; if you make sure that your rotation angles are not exactly equal to 0,90,180 or 270 by adding 0.01 to the angles "gimble" is not as likely to happen. U.V. coordinate systems use the arctan of (a,b) for either (X,Z) or (Z,Z) AND (X,Y) along with the magnitude. (Two angles measured at right angles and a magnitude). magnitude in 3d can be expressed as a = the square root of (b squated + c squared + d squared) where b,c and d are the lengths of the perspective X,Y and Z coordinates. you can see this is derived from pathagorean theorem. there are other ways of doing it and you don't need to use arctan. I don't think you need to get to complex into the math asspect and I'm sure there is some formula which combines the diravations of the two angles but I just offered it up as one explaination of how "gimble" can occur. . . . I think part of the confusion is that Carrara uses a coordinate system where Y and Z are set up as Z and Y respectively. I was hoping they would change to the more standardized (X,Y,Z) but as of C2.1 anyway they have not. . . . as to the original problem, look at duplication. Set up a coin duplicate move the duplicate some angle and magnitude towards the camers and duplicate again(ctrl d). bear in mind there are two (X,Z,Ys) center and hot point. as well as options for global or local coordinates and rotate about hotpoint or object center. There's also "physics" such as diectional force you might want to play with