Blend rotation between two targets causes flipping

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Hi,

I'm trying to blend world space rotations between two targets in Z axis. I am using vrorigin expression to grab rotations but it always ends in flipping whenever the target rotates 90 degrees.

Is vrorigin the right way to grab world space rotations and use it as a blend between multiple objects?
I have also tried blend object node, but this produces a different result since it behaves like a parent instead of just passing rotation values.

I have attached a simple scene showing the problem more clearly. Scrubbing the timeline shows that the blend_null object will flip when target2 rotates in Z>90.

Thanks.
Edited by rokandic - Jan. 10, 2017 15:28:52

Attachments:
rotation_blend_problem.hipnc (50.6 KB)


Rok Andic
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You can use a Blend OBJ node to avoid the flipping, and still use a vrorigin() expression that points to the blend object.
The problem is you really need to blend the rotation using the 3 rotations components at the same time (Shortest Path) to avoid flipping.

See the attached file.

Attachments:
rotation_blend_problem_guillaume.hipnc (62.0 KB)

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This works great, thank you!

Rok Andic
www.rokandic.com
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