ABSTRACT

When one rotate something in three axes, the final result depends on which order they apply the rotations. Setting rotational order for joints. If the rotational order is applied differently, the end result would be different as well. The least important axis is first. The most important axis is last. Often mistaken for gimbal lock are flipping issues, when in-betweens are created by Maya. Sometimes, this is because the axes have aligned and indeed it is a gimbal lock issue. Flipping issues can occur naturally when animators animate and may not always be gimbal issues. Often, when switching between an inverse kinematic (IK) and an Forward Kinematics (FK) arm, the pure math states that the FK is in a positive position and the IK is in a negative position, even though visually they look the same.