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01 Welcome And Some Rigging Philosophy
02 Feature Overview And Some Tips And Tricks
01 Demo Animation
02 Building a Simple Ball Rig
03 Building a Better Ball with Empties
04 Building an Even Better Ball Rig with Bones
03 Legs and Inverse Kinematics
04 Feet and Transform Space
05 Eye Tracking
06 Putting It All Together
03 Rotation Theory
04 Axis Angle and Euler Rotation
05 Quaternion Rotation
06 Transform Matrices
07 Rigging the Ball
03 Fingers with Action Constraints
05 Eye Rig
06 Arms with IK-FK Switching
07 Basic Mesh Deformations
08 Putting It All Together
03 Head and Neck Rig
04 Foot Rig
05 Palm Rig
06 Advanced Torso Spine Rig
07 Pivot Slide Reverse Chain Rig
01 Setting Up a Rig for Linking
Mr Squeegee Feet
Mr Biped for Linking
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3D Bouncy Ball
24th September 2015
Quaternion rotations explained.
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29th March 2016 - 11:41
This is one of the better explanations of quaternions in application that I've ever seen, and I've seen quaternions explained in both electrical engineering and computer graphics textbooks. Nicely done! :)
27th April 2016 - 03:47
Let me put it this way, Googling Quaternion, I couldn't find an explanation that I could understand better than the one you are providing, I mean even the check spell system in the browser is underlining the word with a thick jagged red line! Anyways, fiddling with it in Blender, for some reason.. Feels more natural than Euler.. Thanks god I'm not the one that has to do the tutorial! I'll most probably watch this video again many times on an extended period of time to enhance my understanding of the concept, for a non-programmer non-mathematician person that I am, the concept itself is a very complex concept that you managed to scratch it's surface without mentioning the mathematical equations behind it :) Many thanks!
28th April 2016 - 11:27
@Georges Dahdouh: I had to watch it a few times myself because I'm a non-programmer non-mathematician person too but a non-native English speaker in addition. But I have to say that -at an animator level- Quaternion is far from natural. Actually I've asked Hjalti on a podcast about this and he said that he always change the quaternions into euler for his shots.
28th April 2016 - 18:28
@Forgotten Fantasies: I'm non-native English speaker too, when I spoke about natural, it's how I felt, so this is my subjective feeling.
Concerning Euler, I faced many issues with Euler, for instance, try to apply a Limit Rotation Constrain with an Euler, put Min to 0, Max to 270 degrees, it will always snap to 0 once it reaches 180, I researched it and the documentation says that it's an Euler limitation, so yes Euler is easier to deal with for simple tasks, but in order to skip it's limitations and to avoid Gimbal Lock, I believe there's no option but to go with Quaternion!
1st November 2020 - 17:45
@Georges Dahdouh The snapping of an object with a "Limit Rotation Constraint" to its "Zero Degrees Position" when reaching 180 degrees can also be observed with "Quaternion Roations". If you press "Shift" for a finer rotation you can reach the 180 degrees without snapping but typing the 180 degrees directly into the appropriate field for "Euler Rotations" makes the object snap to the "Zero Degrees Position".
1st November 2020 - 17:33
According to the "Blender 2.90 Manual", the values for " X", "Y" and "Z" define an axis and "W" a rotation angle around that axis. See https://docs.blender.org/manual/en/2.90/glossary/index.html?highlight=quaternion . According to this, "W" has a special meaning whereas Nathan says at 3:50 in the video that there is no special meaning of that variable. How can this discrepancy be explained?
1st November 2020 - 17:57
For "Quaternions" in Blender, there's also a good article in the "Blender Art Magazine" with the title "A world of rotations". See https://issuu.com/blenderart_magazine/docs/blenderart_mag-31_eng . On page 16, the author writes that "W" is the "Rotation Angle" around the axis defined by "X", "Y" and "Z".