Re: rubik's cube

Date : Thu, 01 Nov 2007 08:59:01 +0100
To : XSI(at)Softimage.COM
From : André Adam <a_adam(at)49games.de>
Subject : Re: rubik's cube
Depends on the rotation distance you are keyframing. If you rotate a section by 270°, quaternions will make that a -90° move. You would then have to set multiple keyframes on the way as a path guidance for the quaternion math, with all those hassles regarding the fcurve visualisation of quaternions introduced.

   -André


Andy Nicholas wrote:
What would happen if you converted the keys to quaternions? Wouldn't that
solve it?

Andy


Be careful, that should pretty much immediately get you into gimbal lock
trouble.

    -André


pingo van der brinkloev wrote:
ok I got a really easy solution.

Make 9 boxes and distribute them 3x3x3 (the cube)

select all the cubes and center their center in 0,0,0

Now you can select sides and rotate them and it works like it should.

Just remember to flatten the animation keys.

cheers!

pingo

On 31/10/2007, at 14.47, Adam Seeley wrote:

Oop, went too soon,

How about .... lattices that cover each of the 6 sides, which are
then applied during each rotation, frozen and removed after the
animation?

Again, not very interactive or scrubbable.

Adam.

-----Original Message-----
From: owner-xsi(at)Softimage.COM
[mailto:owner-xsi(at)Softimage.COM] On Behalf Of Adam Seeley
Sent: 31 October 2007 13:38
To: XSI(at)Softimage.COM
Subject: RE: rubik's cube

How about

-----Original Message-----
From: owner-xsi(at)Softimage.COM
[mailto:owner-xsi(at)Softimage.COM] On Behalf Of Oz Adi
Sent: 31 October 2007 13:35
To: XSI(at)Softimage.COM
Subject: Re: rubik's cube

thanks guys, for the info.

I've already tried the freeze transforms idea, and it does
work, the
only thing that bothers me is, when the client want to change some
animation, it should be a nightmare (I need to do a 25-30
sec one shot
animation)

To try and improve this method,
I am thinking of having a square curve near each of the
cube's side,
and a ppg with 6 boolean switches, each switch for each
sqaure curve,
as the animator, it's my responsibility to make sure, only
one switch
can be on in a given time.
Then have a scop on each little cube, to check which switch
in on, and
rotate with it's corresponding square curve this is of course, some
kind of a "simulation", meaning I cannot scrub the
timeline, because
the little cubes has no keyframes.
image: http://www.ozadi.com/pix/rubiks.jpg
but maybe after the animation is approved I can plot their
transfomrs.
what do you think?





Joe Laffey wrote:
On Wed, 31 Oct 2007, kim aldis wrote:

You can pull them apart easily enough if you want to see
how they
work. Peel the colours off and you'll see the screws
that hold it
together.
No need to remove screws to take the Rubik's apart. Just
turn one side
45 degrees, and then either stick a flathead screwdriver, or your
thumb under the middle cube of the row and lift.


I am sure there is Google/YouTube reference for this.

--
Joe Laffey | Visual Effects for Film
and Video
LAFFEY Computer Imaging |
-------------------------------------
St. Louis, MO | Show Reel
http://LAFFEY.tv/?e07635
USA |

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