In Maya, you typically work with rotation interpolation, and you can set animation curves to use quaternion interpolation primarily through the Graph Editor.
Maya often uses Euler angles for keyable rotation values by default, but it utilizes quaternions internally to help manage gimbal lock issues. If you have existing rotation animation curves and want to ensure they are interpolated using a quaternion method, the process is straightforward.
Changing Rotation Interpolation to Quaternion
To set rotation animation curves to use quaternion interpolation after they've been keyed, follow these steps:
- Open the Graph Editor: This is where you view and edit your animation curves.
- Select the Rotation Curves: In the Graph Editor, select the specific rotation curves (e.g., Rotate X, Rotate Y, Rotate Z) for the object you want to affect (like a sphere's rotation curves mentioned in the reference).
- Access the Interpolation Options: In the Graph Editor menu bar, select
Curves > Change Rotation Interp
. - Choose a Quaternion Type: From the submenu that appears, then select one of the Quaternion interpolation types. Maya offers a few variations like "Quaternion Slerp" (Spherical Linear Interpolation).
- Apply the Change: The rotation interpolation of the selected curves changes to the chosen Quaternion type.
This process modifies how Maya calculates the rotation values between your keyframes, using quaternion math to potentially create smoother rotations and avoid issues like gimbal lock that can occur with Euler interpolation in certain situations.
Why Use Quaternion Interpolation?
- Avoids Gimbal Lock: Quaternions are mathematical constructs that represent 3D rotations without the singularities (like gimbal lock) inherent in Euler angles, which can cause sudden flips or loss of an axis of rotation.
- Smooth Interpolation: Slerp (Spherical Linear Interpolation), a common quaternion interpolation method, often provides a smoother path between rotations compared to linear or stepped Euler interpolation.
While Maya handles a lot of quaternion work behind the scenes, explicitly setting the curve interpolation in the Graph Editor gives you control over how your keyed rotations behave between keyframes.