>Maya uses euler angles>Blender uses quaternion anglesShouldn't for this reason Blender be better for animating/rigging? I think thanks to quaternion angles you don't get the gimbo lock effect like you get in Maya or other softwares
>>589924Thats a nice argument friend
>>589921>gimbo lock effect- Its called Gimbal Lock, dummy- Both Blender and Maya can use either quaternion and euler rotation for animation
>>589926Gimbo sounds cool tho.
>>589921Nice mouse, post it with some subdiv
>>589921there's an option in maya to use quaternions you fool.
>>589921blender is better for rigging and animation.this is proven fact.
>>589921You'd think so, but then you got the weight painting and the rigs themselves dragging it all down.
>>589971As a blender user, no its not. Its rigging tools are outdated as admitted by the developers. They are currently trying to improve though and it should be up to par soon.
I'd like to see elastic implicit skinning implemented in both of these, supposedly it's in this year's GSoC for Blender.https://www.youtube.com/watch?v=GyOwwNvHA1w
>>589998If some anon claims an extreme fact without any proof, especially about Maya and Blender, it's bait.
>>589998>Its rigging tools are outdatedOh boy here we fucking go.
>>590008Dangerous drinking game: Watch neat SIGGRAPH videos presenting experimental research, take a shot every time someone posts "Someone plz implement this in blender?"
>>589971Proven by who?
Looking at a graph editor with quaternions makes no sense. This makes it impossible to animate effectively. Euler angles are easy to edit in the graph editor.
>>589921Why does that mouse have so many bones in the arms? Man, that's a clusterfuck of axis-gizmos.
>>590507Dude, thank you for that knowledge bomb. I'm not up to rigging yet, but havign that knowledge bouncing around while I learn stuff will be handy. (pun intended)