Crystal clear explanation of a pretty complicated issue, really nice work! I loved the examples, though the sound and video went out of sync here and on Vimeo which became pretty confusing towards the end so had to look for a better version of it. HD would have been useless, but always nice nonetheless.
Tip for everyone: the official GuerillaCG org website DOES have the video with in-tune audio, I really recommend watching it over there, because the audio problem only gets worse and worse.
This video should serve just as an explanation of the Euler method's flaw and why we should NEVER use it to rotate anything, instead of providing a partial solution which still gives us a faulty rotating method.
(For example, what if the camera looks straight up or down and then try to rotate to the other axis that causes gimbal lock?)
Never use it? Animators use gimbal in all major studios, it is not faulty, it just works how it works. If the camera does need to look up, there are work arounds such as reparenting adding extra nulls etc. These solutions are not covered in this video.
I've used it, and experienced it's ...beauty of gimbal locks and limitations, especially on Blender with all sorts of problems related to rotations.
I don't care about statistics and how many use it. Statistics are most of the time misleading and what the majority does is most of the time wrong. I only care about a system that works perfectly for its purpose as expected. This system IS fundamentally faulty or inappropriate for 3D rotations.
If it can be improved to perfection 100%, then we should only bother with that version. If the only perfect solution is quaternions then we should only use quaternions. This is 21st century -we are almost ready to visit Mars, don't tell me I can't point the camera down or up! This is ridiculous! I bet that a more intuitive method than quaternions but also perfect for rotations can be invented. We shouldn't just stuck on things invented 250 years ago! Where is our contribution?
If I understand correctly - Y was put as the main parent - because it is will likely be the most used axis, then X - because it will be the least used axis - then Z..
1 - most used axis
2 - then least used
3 - the axis between the extreems...
reason being - gimble lock occurs when the second axis hits a certain point... uhhh makes sense.... i think.
depends what software you are using. Some programs use quaternion rotations, some programs use both. See our Rotation Problem video for more info on quaternions. Then you may have to search the web to see what your program uses.
this is the best video on the topic ! It really saved the day !
Thanks!
saigammar 3 weeks ago
But why can't maya just use the local rotations as we see them?!??!?!?!?!? or Quaternion, if you prefer... -.-
tarrizzzzzzzzz 2 months ago
So how do you change the hierarchy?
tarrizzzzzzzzz 2 months ago
excellent explanation. i couldn't follow the concept at all until I watched this video.
cygil1 3 months ago
Prof O'Reilley brought me here!
xxbondsxx 3 months ago
Nice video thanks
So now how can i change the hierarchy of rotations in max?
LanRous 3 months ago
Awesome, thansk a ton!
freshaca3 4 months ago
Well done!!!!!!!!!
Funzelwicht 9 months ago
The gorilla freaking scares me.
superkellerman8D 10 months ago
PLEASE STOP IT STUPID SOUND EFFECTS!
JanWey91 10 months ago
I thought the sfx were really irritating, as well. especially the spray can and snapping sounds. Great video though otherwise.
teddlydoowright 4 months ago 2
Crystal clear explanation of a pretty complicated issue, really nice work! I loved the examples, though the sound and video went out of sync here and on Vimeo which became pretty confusing towards the end so had to look for a better version of it. HD would have been useless, but always nice nonetheless.
Tip for everyone: the official GuerillaCG org website DOES have the video with in-tune audio, I really recommend watching it over there, because the audio problem only gets worse and worse.
666Seryan 1 year ago 2
@666Seryan
it is restricted!
asifadio 5 months ago
Very helpful. Thank you
mdupre0423 1 year ago
This has been flagged as spam show
The gorilla is awesome!
balajeerc 1 year ago
The goriila is awesome!
balajeerc 1 year ago
@balajeerc Yes it is. Very.
On a side note: Fuck you Euler rotation! Screwing up my Rubik's cube animation.
jabg2011 1 year ago
This was helpful, but those sound effects are really really distracting.
carllelandtaylor 1 year ago 2
Nice Job! Helped a lot (though audio is a bit offsetted)
Kastenfrosch2 1 year ago
That oilah, always oilin up my rotations
Bloodsaberxy 1 year ago
quadrerion rotaion as in flight simulator? hope i spelled all that right.
shukfahid 1 year ago
i also use constraints to limit the possibility of gimbal!
shukfahid 1 year ago
great videos.. too bad sound is out of sync (prety heavy.. around 1s)
dnch 2 years ago
Thax a lot but:
This video should serve just as an explanation of the Euler method's flaw and why we should NEVER use it to rotate anything, instead of providing a partial solution which still gives us a faulty rotating method.
(For example, what if the camera looks straight up or down and then try to rotate to the other axis that causes gimbal lock?)
qp12qp 2 years ago
Never use it? Animators use gimbal in all major studios, it is not faulty, it just works how it works. If the camera does need to look up, there are work arounds such as reparenting adding extra nulls etc. These solutions are not covered in this video.
andrewsilke1 2 years ago
@andrewsilke1 (...late answer)
I've used it, and experienced it's ...beauty of gimbal locks and limitations, especially on Blender with all sorts of problems related to rotations.
I don't care about statistics and how many use it. Statistics are most of the time misleading and what the majority does is most of the time wrong. I only care about a system that works perfectly for its purpose as expected. This system IS fundamentally faulty or inappropriate for 3D rotations.
qp12qp 1 year ago
If it can be improved to perfection 100%, then we should only bother with that version. If the only perfect solution is quaternions then we should only use quaternions. This is 21st century -we are almost ready to visit Mars, don't tell me I can't point the camera down or up! This is ridiculous! I bet that a more intuitive method than quaternions but also perfect for rotations can be invented. We shouldn't just stuck on things invented 250 years ago! Where is our contribution?
qp12qp 1 year ago
Looked all over the internet including youtube before hitting this video. finally understand gimbal lock's problem. THANKS A LOT
pushpendre 2 years ago 15
for a first time i m seeing this kind of problem
SlashXel 2 years ago 2
Great explanation. Euler is retarded, honestly.
InSaneTK 2 years ago
its also the most intuitive, and has a couple of solutions
avion85 2 years ago
Aaaaaaaaahhhhh... my head hurts...
And the videosound is really delayed sadly.
Lupinius94 2 years ago 13
@Lupinius94 the worst part is the air pump sound inflating our heads and the tambourine... the sound is totally unnecessary.
HairyPotter2012 11 months ago
This has been flagged as spam show
Great job! Thank You!
PCVF8MgFd 2 years ago
If I understand correctly - Y was put as the main parent - because it is will likely be the most used axis, then X - because it will be the least used axis - then Z..
1 - most used axis
2 - then least used
3 - the axis between the extreems...
reason being - gimble lock occurs when the second axis hits a certain point... uhhh makes sense.... i think.
ninjei 2 years ago
I need to copliment this guy for the effort he has made to explain the "GIMBAL LOCK"...AN AWESOME VIDEO....Grt Work Mr Andrew Silke....
That presentation was simply 2 good...
rohithzhere 3 years ago
depends what software you are using. Some programs use quaternion rotations, some programs use both. See our Rotation Problem video for more info on quaternions. Then you may have to search the web to see what your program uses.
GuerrillaCG 3 years ago
OK, but can you tell me what is the relation between Euler angles and Cardan angles?
manodahu 2 years ago
this apply to all 3d software ?
razvanab29 3 years ago