Copy Rotation Constraint - adding rotations causes unexpected behaviour #74266
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Reference: blender/blender#74266
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System Information
Operating system: Windows
Graphics card: GTX 1650 Max-Q`
Blender Version
Broken: v2.81a, v2.81, v2.82
Short description of error
When adding a Copy Rotation constraint to an object, the
Add
mode seems to not work correctly(or at least how I would expect it to work). For example, setting the rotation of the object to (x,x,x) and
the target to (-x, -x, -x) does not consistently result in having no net effect. The value for which this stops
working is x >= 54.
Exact steps for others to reproduce the error
1 - Add an object, give it a rotation of (80, 80, 80), Euler XYZ (default)
2 - Add an empty, give it a rotation of (-80, -80, -80)
3 - Add a Copy rotation constraint on the object, and set the target to empty
The included
bug.blend
file contains an animation that goes over the values of x as described in theabove example from 0-100. The problem can be seen around halfway through the animation at the
critical value above.
Result
Object seems to have a weird rotation, which is not the expected outcome. The same happens
when only one of the axes is rotated more, and also when they don't necessarily add up to 0.
This has been tested on multiple Windows machines.
bug.blend
Added subscriber: @mustafaquraish
#78119 was marked as duplicate of this issue
#74988 was marked as duplicate of this issue
Copy Rotation Constraint - Adding rotationsto Copy Rotation Constraint - adding rotations causes unexpected behaviourAdded subscriber: @mano-wii
Changed status from 'Needs Triage' to: 'Confirmed'
Euler rotation is not very reliable to obtain a final position. Partly because you have to follow an order when applying the values.
And here we need to be concerned with 3 orders. The one for the Cube, the one for the Cylinder and the one indicated in the Constraint.
But it is interesting to see in the file that the constraint seems to work as expected before the angle value reaches 55.3.
I think it deserves an investigation.
Observing the code I could see that Constraint does not directly use the Euler values of the object, but generates then from the matrix of each object (because they can be modified by other constraints).
However, for the same final position, two Euler values are possible. One is the same set by the user and the other is different. The constraint chooses Euler values that are less different between themselves.
Given the limitations of Euler, I don't see how to indicate to the constraint which of the values should be used. So I don't think we can solve this problem (unless we remove this constraint).
Added subscribers: @MatBrady, @ankitm
@mano-wii "Given the limitations of Euler, I don't see how to indicate to the constraint which of the values should be used. So I don't think we can solve this problem (unless we remove this constraint)."
Is there a way for the User to choose manually?
I.e. Could a manual toggle switch be used as a temporary fix until the code can be overhauled? Or in a drop down menu? See pic.
https://i.imgur.com/LdUz2s1.gif
Added subscribers: @DimaM, @iss