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Quaternion/Euler Rollout

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This rollout contains options to switch between Euler or quaternion controllers on biped animations. These choices offer alternative ways to control an animation in the Curve Editor. For more details, refer to Working with Euler Curves on Biped Animation.

To switch between quaternion and Euler rotation controllers:

- Create a biped.
- Turn on (Auto Key).
- Rotate the biped's upper arm so it extends forward.
- Go to frame 20 and rotate the upper arm so it extends sideways.
- Go to frame 40 and rotate the upper arm back
to its original orientation.
From left to right, the biped at frame 0, 20, and 40.

In the Motion Panel, on the Quaternion/Euler rollout, notice that the Quaternion option is active by default.

NoteIf you change options for that biped limb, your choice is preserved in the*3dsmax.ini*file, from which it is restored after a scene reset or session change. - On the Biped Apps rollout, click Workbench
to open it.
The animation is displayed as three separate TCB rotation curves labeled “Quaternion Rotation”.

- On the Quaternion/Euler rollout, choose
the Euler option.
The curves have been converted to display Euler controlled rotations. You now have access to the curve's tangent handles to change the curve's interpolation.

The animation is displayed as three separate Euler curves labeled “Tangent Euler Rotation”.

- Choose a different axis ordering from
the Axis Order drop-down list (under the Euler option).
The curve display changes to reflect the new ordering while preserving the biped posture.

- Choose the Quaternion option to convert
the curves back to a TCB interpolation.
NoteConverting a curve from Euler to quaternion can affect its interpolation. See Working with Euler Curves on Biped Animation for details.

The following options set the rotation controller for biped animations.

- QuaternionConverts
the selected biped animation to quaternion rotation. If the biped
selection has not been animated yet, this starts as the default
option.
If you change options for any biped limb, your choice is preserved in the 3dsmax.ini file, from which it is restored after a scene reset or session change.

- EulerConverts the selected biped animation to Euler rotation.