Set object to WXYZ rotation like in Blender

Set object to WXYZ rotation like in Blender

SteveHibberd
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Message 1 of 8

Set object to WXYZ rotation like in Blender

SteveHibberd
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Contributor

I'm trying to work out how to animate a Rubiks Cube.
In Blender you can set each cubes rotate order to WXYZ quarterian, job done animate any rotation you like.
How do you set this up in Maya?

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1,214 Views
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Message 2 of 8

mcw0
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Message 3 of 8

SteveHibberd
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Contributor

Thanks
I did find this info but it's not the effect I'm looking for in Blender you can set quaternion to the object Maya has to have it set to a curve thus giving a different result.
Try it:
Create 9x9 cubes
select one side and animate rotation at 90. Then select bottom row and rotate them 90. even setting the curves to Quarternion doesnt solve it.

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Message 4 of 8

mcw0
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Advisor

No quaternions needed.  Simple rig.

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Message 5 of 8

Baboonian
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Share the scene, mcw ). very interesting

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Message 6 of 8

mcw0
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Advisor

Unfortunately I'm unable to share the file.  But the basic approach is this...a constraint system.  You want each cube to be driven by one controller when it's in one orientation.  But then to switch to another controller on the next rotation.  The issue is once a controller is rotated, the next constraint target will have an offset.  All that's needed is to determine the next constraint target and reorient the constraint target after each rotation.  Obviously, this needs to be keyed for an animation.  Simple rig.  No quaternions needed.

 

 

Message 7 of 8

Baboonian
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Advocate

Hmm... thanks for the explanation. I tried using a direct connection to all cubs, and a condition defining the distance, but I got a cycle. And also orientation changes after a few rotations. 

Well, I will research this subject.

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Message 8 of 8

mcw0
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Advisor

@SteveHibberd Sorry, never did answer your original question.  And as you've mentioned, Maya's curve solution isn't really a solution.  There is no interactive quaternion tool that I know of.

 

As for animating a Rubik's cube, there's no need for quaternions.

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