Takeru thank you very much for this great video! You explained everything nice and slow, and it really helped me understand the rotation methods in Maya. I hope you continue to create more videos to teach us, or to inspire us like your animations! ☺🙏
Thanks a million! I have checked several video tutorials to try and understand what this famous gimbal lock is, but none was more to the point than yours :)
Thank you for this video. My college professors never explained gimbal locks and rotation order! I never understood why I couldn't move joints and they would just go where I wanted them to go. My teachers would always tell me that I had something to do with the confusing graph editor! Thanks
YOU ARE AMAZINGGGGGGGG!!!!! I studied joint orientation for the past week or 2 and could not understand why some of the tutorials I followed were saying "This joint orientation is perfect". They mentioned rotation order, but did not explain it even half as detailed as you did. Now I can finally move onto the next chapters with confidence in my understanding of joint skeletons. THANK YOU TAKERU! THANK YOU!
Hi Takeru,you have no idea how much your tutorial helped me finally wrap my head around rotation orders!..please make more videos on not so easy to understand animation topics
Thank you! I knew what gimble lock is, but couldn't wrap my head around why tf is it a problem in Maya! Now I get it, Maya works like an ancient navigation device
I'm currently animating a camera that flies through a scene, rotates at a 90 degree angle before then flipping back, all whilst turning at a 90 degree angle in y, looking up 90 degrees in x and then plunging a tilt -90 degrees in x (a big tilt up then down). I've tried absolutely every rotation order under the sun and STILL have had no luck! I think that's currently just the nature of this camera move I've been asked to do! XD
Thank you! I just opened up Zoey in maya 2018 and it seems working fine. I don't see any glitch or anything. Though if you want to make 100% sure, I suggest to contact the creator.
Gimbal lock is a bitch and we all know that! I don't remember there was ik fk switch on this rig. Some riggers provide the switch function but others don't. If there is none, then I manually switch.
I don't know anything about quaternion rotation so I asked google. If you go to curve editor, curves, change rotation interp, you can find "Quaternion Slerp", "Quaternion Cubic" and "Quaternion Tangent Dependent". I also saw "quaternion node" for rigging. I don't know that's what you're looking for.
@@taker3d i have 1 question that my animation looks smooth on screen bt in graph editor my graph is not smooth and when i try to smooth my graph to make it look nice it affects the smoothness of animation so should i leave my graph as it is or i do have any option to do ?
@@VinodPatel-tn1hf Always stick with what you see on screen. That's the only thing matters in the end. Nobody gonna see your graph editor. You'll get messy curves after you finish polishing your animation.
What about if you need to rotate in all directions, if one move is up to down and another move is left to right? Can you change rotation order while animating or is it a bad idea?
I've never changed a rotation order in the middle of animation. But I suppose you can do a one frame key change like a constrain situation. That's being said what you described is about using two main axes, not three. You always have to muscle through the last axis, in your case twisting arm. Maybe it's better off to switch your arm's world space so that your body can kinda take care of one axis. Using IK is always an option too. In any case, I'd say just do a little test beforehand. Your animations are good. You know what you're doing so don't worry too much.
@@taker3d Thank you! I'll leave changing rotation as a last resort then. I've been animating using mostly object rotation, but I think Gimbal might give me some nice restrictions that'll help.
@@yeahitsoffader I don't remember I mentioned this on the video but I DO use object/world rotation all the time. Less in blocking, more in splining and a lot in polishing. In the end, only what we see on the screen matters. Keep it up!
You mean why I set "gimbal" instead of world or object at Axis Orientation? It's because I can see a gimbal lock visually so that I can avoid it. My workflow is in a very first blocking stage, I use gimbal and make sure there is no gimbal lock happening and then, I switch to "object" to focus on more pose and silhouette.
Takeru thank you very much for this great video! You explained everything nice and slow, and it really helped me understand the rotation methods in Maya. I hope you continue to create more videos to teach us, or to inspire us like your animations! ☺🙏
Thanks a million! I have checked several video tutorials to try and understand what this famous gimbal lock is, but none was more to the point than yours :)
Great to hear. This's one of the most valuable things I learned in university!
Brilliant takeru!! not much tutorial demonstrate the animation problem like you!
Thank you for this video. My college professors never explained gimbal locks and rotation order! I never understood why I couldn't move joints and they would just go where I wanted them to go. My teachers would always tell me that I had something to do with the confusing graph editor! Thanks
YOU ARE AMAZINGGGGGGGG!!!!!
I studied joint orientation for the past week or 2 and could not understand why some of the tutorials I followed were saying "This joint orientation is perfect". They mentioned rotation order, but did not explain it even half as detailed as you did. Now I can finally move onto the next chapters with confidence in my understanding of joint skeletons. THANK YOU TAKERU! THANK YOU!
Thanks for your kind words!
Hi Takeru,you have no idea how much your tutorial helped me finally wrap my head around rotation orders!..please make more videos on not so easy to understand animation topics
Thank you, I was following a tutorial on Maya and I didn't understand a thing on this matter. But your video helped a lot
I'm glad you found my video helpful. We all need to avoid Gimbal lock!
Thank you! I knew what gimble lock is, but couldn't wrap my head around why tf is it a problem in Maya! Now I get it, Maya works like an ancient navigation device
Gimbal lock is purely a tech side of 3D animation and it can be difficult to get it. I'm glad now it makes sense!
Thank you for explaining everything so clearly!!
One of the best tutorials in youtube! Really helpful. Thanks man
Thanks for your kind words. I'm glad it's helpful!
Really helped, thank you!
awesome man! 4:30 this is just what i feel
thanks finally I learned gimbal problem after spending 7 years in this industry :)
Man, you are the man.
Thank you, man... This helped a lot
very helpful man. thank u so much..
Glad to hear that!
Cool tutorial. I need more
Thank you for this tutorial .
thanks for your kind words!
Great video, surprise you didnt get more views
Thank you! As long as somebody find my videos useful, I'm good.
I'm currently animating a camera that flies through a scene, rotates at a 90 degree angle before then flipping back, all whilst turning at a 90 degree angle in y, looking up 90 degrees in x and then plunging a tilt -90 degrees in x (a big tilt up then down). I've tried absolutely every rotation order under the sun and STILL have had no luck! I think that's currently just the nature of this camera move I've been asked to do! XD
こんにちは、大変勉強になりました!頑張って英語で解説されているんですね。日本語バージョンがあったら日本人のアニメーターにも届くのでしょうね。
とにかく、ありがとうございました!これからも頑張ってください。私もMayaで何か伝えられるくらいになれるよう頑張ります。
thanq soooo much...
your welcome!
thanks for this video!!! does the zoey rig work in maya 2018?
Thank you! I just opened up Zoey in maya 2018 and it seems working fine. I don't see any glitch or anything. Though if you want to make 100% sure, I suggest to contact the creator.
thank you
No problem!
do you have any character creation tutorial for maya ?
No. The rig I used in the video is from characterrigs.com. So check their stuff out!
Lol you've started calm but gimbal problem made you crazy in 4 minutes. :D May i ask what is the secret of seamless ik fk switch?
Gimbal lock is a bitch and we all know that! I don't remember there was ik fk switch on this rig. Some riggers provide the switch function but others don't. If there is none, then I manually switch.
can we use quaternion rotation in maya?
I don't know anything about quaternion rotation so I asked google. If you go to curve editor, curves, change rotation interp, you can find "Quaternion Slerp", "Quaternion Cubic" and "Quaternion Tangent Dependent". I also saw "quaternion node" for rigging. I don't know that's what you're looking for.
connectAttr -f pCone1.Rotationorder pCone1.rotateOrder;
how about a keyable custom attribute that changes your objects rotation order?
big thanks :)
No problem!
@@taker3d i have 1 question that my animation looks smooth on screen bt in graph editor my graph is not smooth and when i try to smooth my graph to make it look nice it affects the smoothness of animation so should i leave my graph as it is or i do have any option to do ?
@@VinodPatel-tn1hf Always stick with what you see on screen. That's the only thing matters in the end. Nobody gonna see your graph editor. You'll get messy curves after you finish polishing your animation.
@@taker3d thanks alooooooot u just saved my day 🙂
What about if you need to rotate in all directions, if one move is up to down and another move is left to right? Can you change rotation order while animating or is it a bad idea?
I've never changed a rotation order in the middle of animation. But I suppose you can do a one frame key change like a constrain situation. That's being said what you described is about using two main axes, not three. You always have to muscle through the last axis, in your case twisting arm. Maybe it's better off to switch your arm's world space so that your body can kinda take care of one axis. Using IK is always an option too. In any case, I'd say just do a little test beforehand. Your animations are good. You know what you're doing so don't worry too much.
@@taker3d Thank you!
I'll leave changing rotation as a last resort then. I've been animating using mostly object rotation, but I think Gimbal might give me some nice restrictions that'll help.
@@yeahitsoffader I don't remember I mentioned this on the video but I DO use object/world rotation all the time. Less in blocking, more in splining and a lot in polishing. In the end, only what we see on the screen matters. Keep it up!
Thank you man so much but I still didn’t get why you selected this gimbal lock from the first place?
You mean why I set "gimbal" instead of world or object at Axis Orientation?
It's because I can see a gimbal lock visually so that I can avoid it.
My workflow is in a very first blocking stage, I use gimbal and make sure there is no gimbal lock happening and then, I switch to "object" to focus on more pose and silhouette.
Takeru Konno okay i see thank you for your answer..
it didn't work. what should i do!