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Timeline Animation With Layers: Rotation Issue

I’ve had some great results using the timeline feature for simple animations of model sets. Problem I’m running into is when I need one subtool to rotate on a central access without the interpolation stages creating a distortion of the object. Is there a way to maintain the integrity of the mesh form using a layer so it rotates for an animation? (For example, having an eyeball rotate left and right in a skull. )

Pretty sure that the layer sliders do not capture rotation. They simply linearly interpolate (or extrapolate for negative slider values) vertex positions between the start and end point of the sculpt. Only way to approximate rotation is to create multiple layers where each layer only includes a small rotation, and then fire them off sequentially, the end of the previous layer rotation being the start of the next small rotation of a subquent layer.

btw - further into the weeds:

the ratio of Chord Length to Arc Length (i.e. straight line distance between end points of an arc verus the arc length) is given by sin(theta)/theta where theta is the half angle of the arc in radians (radians = degrees x 2 x Pi / 180). So a half angle of 15° (i.e. arc angle of 30°) gives a ratio of about 0.95. That’s just a 5% error between straight line interpolation versus proper rotation around the arc. So an eyeball rotation from left to right of 150° could be approximated to 5% error with 6 layers. If you reduce the full arc angle to 15° then the error reduces to 1% but you’ll need twice as many layers.

Sorry, couldn’t help myself. Haven’t exercised that part of my brain for years. Cheers.

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