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Gimbal Lock : How can I apply a Quaternion partial axis inversion safely ?
Hello,
I'm currently experiencing some small Gimbal Lock with Unity's Animation.Crossfade(), when I try to crossfade from an imported animation to its procedurally generated mirror animation (animating a character's bones).
The mirrored animations are just the original rotations of the clip applied to the character original bindpose, but with a -1 factor for either the X, Y, or Z axis of the Quaternions. (some bones requires it to be X, others Y, etc).
I guess the Quaternion XYZ multiplication is not the safest operation to inverse a given Quaternion axis properly.
I read that there was a specific order used in some 3D tools, like Cinema 4D, when applying a rotation. Is this the case here ? Does Unity have any specific internal rotation order to respect, like YXZ ? Or is there a way to inverse one or more axis from a Quaternion by respecting the Animation.Crossfade's logic ?
Thanks in advance !
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