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After two hours of research, I know what the problem is and the solution to the problem, first of all, after rotating the object in Maya, it will cause two axes to merge into one axis, which can be seen in the gimbal (universal junction) mode, resulting in one less axis, but you still have to rotate the axis and you don't have to rotate, then you can only use the world or local way to rotate, it seems to be rotated but it is actually messed up, because Maya calculates the rotation in the way of gimbal, Then I checked the Internet, many netizens said that the binding of the Rubik's Cube is very difficult, and it needs to be programmed, and then I thought of a way without programming, although it is troublesome, but it can still be made, first copy the 28 magic blocks, the axis can not be changed, and then use the constraint method to directly generate animation, using the parent-child constraint, build a constraint object, such as a circle or something, give a row of constraints to the circle, circle k frame, the whole row of small pieces to follow, first open the curver after the whole row of small blocks, bake channel gets a small chunk of curves, then unconstrains, and so on, and then you can make it completely.
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There may be a problem with your setup, the level is not clear, and the rotation at all levels is chaotic. Maybe you're having a problem with your binding settings. Bindings teach the complexity.
Does each of the 27 tiles rotate the ground? This seems to have nothing to do with interpolation. Some blocks may not be able to freeze them, or return the center to their origin.
Each block is affected by 3 axes, which you should be aware of when setting up. Maybe we don't understand what you mean? Or do you not understand it yourself?
The master is not something you can see. What does a question say? Maybe you haven't done much animation before you say this.
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To give you a piece of advice, just teach yourself the math of matrices.
This is not something that TD can solve, because Mel can't jump Maya's runtime mechanism, which can only be solved by R&D, and you have to use C++, which can basically give you a 3D Rubik's Cube that is the same as the Rubik's Cube playing mechanism.
When you don't have support for td, etc., it is recommended not to play any groups or constraint bindings, that will affect the translate count, as well as the matrix, directly under the world k animation, and it's fine.
Quaternions are just one of the optimization algorithms for matrix rotation, and have nothing to do with Maya's mechanism (Maya sets the child to inherit the parent's world matrix).
Hope it works for you!
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After rotating the object many times in Maya, it will cause two axes to merge into one axis, which can be seen in the gimbal mode, resulting in one less axis, but you still have to rotate the axis and you don't have to rotate, at this time you can only use the world or local way to rotate, it seems to be rotated in fact, it is already messed up, because the way Maya calculates the rotation is the gimbal way, the binding of the Rubik's cube is very difficult, it needs to be programmed, many netizens on the Internet have said that the binding of the Rubik's cube is very difficult, There is a way not to bind, although it is troublesome, but it can still be made, first copy the 26 magic blocks, the axis can not be changed, and then use the parent-child constraint method to directly generate animation, build a constraint object, such as a circle or something, give a row of constraints to the circle, after the circle rotates k frames, the whole row of small blocks follows, select the whole row of small blocks and then open the curver, bake channel to get the curve of the small block, use the stepped curve, and then release the constraint, and so on, It's completely done.
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Did you do a simple binding? Is the key frame a group or not? It should be both cases.
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This principle is a simple analogy, and I think it can be understood as follows: the process of holding a flat map in hand (selecting a direction marked north for the convenience of pointing) with the actual geography in the east-west-north-south direction.
All changes can only be reflected by the introduction of a certain concept of referential. That is to say, if the north of the map is parallel to the north of the actual geography, then the south and east and west of the map will correspond to the south and east and west of the actual geography, and then there is a order of comparison.
By default, Maya's axial order is set to xyz, which means that the reference datum is in xyz order
But you can also set it as you need, try to change it, and then adjust it, and you will find a difference.
Sometimes, in order to make it easier to adjust and identify the angle of the relative adjustment of a single axis, we can use the gimbal adjustment method instead, so that the adjustment amplitude is only displayed for the single axis each time.
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The rotation in Maya is really interesting, the three axes of xyz are of special significance, I understand that the value in the channel panel is the value of the change of the object to the world, but I can't explain why there are many strange phenomena in rotation, such as the rotation of the Z axis in world mode is independent of the data change, and the rotation of the X axis under the local is independent, in the Gimbal the X axis is the least right is the "grandchild" generation, and the Y axis is the "father" generation, and the Z axis is the "grandfather" generation. The father-son relationship of the three axes of them is actually like this. In this case, the values in the channel box may not be as simple as I thought, or the world mode and local mode are two different modes based on "grandson" and "grandpa" respectively.
I don't have the ability to judge that statement is correct.,It's best to have a software master to explain That's all I can help you.。。。
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