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Zero G Scott
18
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Joined: 14th Dec 2007
Location: California, USA, Earth, Sol Sys
Posted: 11th Jun 2014 00:30 Edited at: 11th Jun 2014 00:30
While using the curveAngle command I noticed a peculiar wobble at certain angles and after some investigating I'm getting some incorrect angle returns from the Object Angle Y:

0 --to--> 90 --to--> 0/360 --to--> 270 --to--> 360/0

Just to be clear it starts going up to 90 then goes back down to 0 then switches to 360 and goes down to 270 then back up to 360.

When I use EZrotates EZro_GetEulerY() command I get this reading:

0 --to--> 90 --to--> 0/-0 --to--> -90 --to--> 0

That's a full 360 rotation going to the objects right. Is anyone else having this problem or is it something localized to my machine? Anyone find a solution if its not just me?
Seditious
12
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Joined: 2nd Aug 2013
Location: France
Posted: 11th Jun 2014 00:44
http://en.wikipedia.org/wiki/Gimbal_lock

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Green Gandalf
VIP Member
21
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Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 11th Jun 2014 01:29
Do humans experience Gimbal lock and if not why not?



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pcRaider
19
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Joined: 30th May 2007
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Posted: 11th Jun 2014 16:28 Edited at: 11th Jun 2014 17:35
You can use Limb-command.



windowsXp
Van B
Moderator
23
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 11th Jun 2014 18:36
I tend to avoid 'getting' the angle, instead I'd just store it in a global or whatever is appropriate, so the object can be rotated without needing to read its angle back. Typically I'd make a type with sets of position and angle variables.

Just a thought, it's a decent option until you introduce physics

I am the one who knocks...

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