Creating gimbel lock
Posted 13 July 2003 - 08:32 PM
The symptoms of gimbal lock as I understand it are that after some rotations around one axis, following rotations about the other two axis look the same or at least inverted. This can only be achieved by letting the latter 2 axis (or is the plural axises?) be parallel.
I read a GameDev article which said that this comes about by using Eulerangles and matrices. Each Eulermatrix rotatates about 1 axis. Rotations about more than 1 axis is achieved by multiplying E-Matrices. Eulermatrices are orthonormal therefore the original orthogonal basis of our coordinate system gets transformed into another orthogonal system after multiplication. And orthogonal systems have no two parallel axis. It is true that there are two (or more) triples of angles that when entered into Euler matrices give the same result, but that was not described as gimbla lock.
If you always rotate about the world coordinate system, gimbal lock cannot appear either as the world coordinate system obviously has no two parallel axis.
The only way to create gimbal lock as I understand it is mixing the two methods of rotation. But mixing the two is like mixing beer and wine and complaining that it tastes bad ( I never tried, have you?).
Posted 15 July 2003 - 05:23 PM
I fixed this with quaternions however. Funny story... When I looked up "gimbal lock" on google it came up with this site for a band called "gimbal lock". They're a bunch of math geeks who named themselves after the matrix problem. I laughed my ass off.
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Posted 17 July 2003 - 10:02 AM
So try to do something that involves rotations along each plane simulatenously
Posted 01 September 2004 - 07:41 PM
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