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Activity Forums Adobe After Effects Expressions rotating a layer in 3D – AE is no good?

  • rotating a layer in 3D – AE is no good?

    Posted by Michael Becke on December 1, 2006 at 10:15 am

    Hi all,

    I’m setting up a few layers in 3D (after effects 3D) and am rotating them.

    Is the following normal for AE or is there a way to get it to behave properly?

    EXAMPLE:
    > I have a 3D layer
    > rotate by 45degrees in the z axis
    > now that the axis of the object has rotated by 45degrees I’d expect when I rotate on the X-axis the object would rotate at a 45 degree angle instead of the world axis
    (world X-axis being > rotating around the horozontal plane)

    > To get my desired effect/rotation I have to use the rotation tool (W) and grab the X-axis in the viewer, which then changes 2/3 rotation values.
    > First of all I think this is stupid, but most importantly it’s hampering my abilities to link the rotation values to a null object.

    (In the end I was wanting to change the x-axis rotation of my null and get multiple layers to rotate around their x-axis – not around the world x-axis)

    Is there a way to rotate 3D layers properly?

    Since this is quite a complex question I might not have explained everything properly… so if it doesn’t make sense please ask.

    Thanks in advance,
    Michael

    Chris Smith replied 19 years, 5 months ago 7 Members · 13 Replies
  • 13 Replies
  • Andrew Kramer

    December 1, 2006 at 10:46 am

    Try changing the axis mode next to the tool bar on the right. See if this solves your problem.

    Andrew Kramer

  • Steve Roberts

    December 1, 2006 at 11:06 am

    I don’t think that’ll work. It seems that changing local/world/view axes only works when using the rotation tool, not when scrubbing or setting the numerical values in the timeline. In other words, the rotational and orientational values in the timeline always use the world axis, and they reflect the calculated world axis result obtained by using the W tool to rotate in the other axes. Which is why a simple W change of the local axis results in a complex change to the values in the timeline: they’re always world axis values.

    This makes sense from one point of view: there needs to be one set of values for the program to use. However, from a useability standpoint, it’s a bit of a problem.

    What we need (in the short term) is an expression to convert things, I suppose. Dan? 🙂

  • Michael Becke

    December 1, 2006 at 11:40 am

    Thanks for the feedback Steve, I thought there might not be an easy workaround… maybe we’ll get an insightful post 😉

    Thanks again,
    Michael

  • Michael Becke

    December 1, 2006 at 11:40 am

    Thanks for the feedback Steve, I thought there might not be an easy workaround… maybe we’ll get an insightful post 😉

    Thanks again,
    Michael

  • Sam Moulton

    December 1, 2006 at 12:11 pm

    Try changing the Z orientation then rotate on X and it will work. it would be nice if there was a way to change the render order like you can do in card dance so Z would render before X but as it is the order is orientation, x, y, then z. that’s why you have to use orientation

  • Tobias Pfeiffer

    December 1, 2006 at 12:16 pm

    AE was the first program with 3d capabilities i used. because of this behaviour i thought im to dumb to understand and to orientate well in 3d space…i was wrong.
    fortunately maya lets you choose what kind of axis you want to edit (local or world).

    we need a fix or workaround for this.

    mylenium or dan should read this 🙂

    payton

  • Mylenium

    December 1, 2006 at 12:17 pm

    [Michael Becke] “> First of all I think this is stupid, but most importantly it’s hampering my abilities to link the rotation values to a null object.”

    Mmh, not sure what you mean. From my POV you’re simply going about this the wrong way. You’d have similar problems in a 3D program. Parent the layers to a Null and rotate the Null along Z, the layer itself along X.

    Mylenium

    [Pour Myl

  • Mylenium

    December 1, 2006 at 12:23 pm

    [payton]
    AE was the first program with 3d capabilities i used. because of this behaviour i thought im to dumb to understand and to orientate well in 3d space…i was wrong.
    fortunately maya lets you choose what kind of axis you want to edit (local or world).

    we need a fix or workaround for this.

    mylenium or dan should read this :)”

    Nope, actually this behavior is consistent even in most 3D programs. It only works in Maya and Houdini this way because a transform is an independant property/ node from the actual object/ item. Other programs like Cinema4D or Lightwave don’t take any precaustions to prevent this kind of gimbal lock (though at least the differentaition between local mode and world mode works).

    Mylenium

    [Pour Myl

  • Tobias Pfeiffer

    December 1, 2006 at 12:52 pm

    good to know, thanks.
    i thought every 3d package works this way.

    i definitely prefer the maya way.

    payton

  • Mylenium

    December 1, 2006 at 1:08 pm

    [payton] “i thought every 3d package works this way.”

    Unfortunately not. Most apps store their data as Euler world rotations and only dynamically translate them to local rotations when you select a tool that works with them or enable a global scene mode. Maya is pretty unique in this. It even allows you to have multiple pivots and transforms per item.

    Mylenium

    [Pour Myl

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