In most cases, if you're trying to average rotations, quaternions will give you much more intuitive results. Quaternions don't get gimbal lock, so they don't do weird things when the euler angles get near 90 degrees. One weird thing they do (which might suit you given the subject) is that they support angles up to +-360 degrees.
If you use the OpenMaya.MQuaternion class, it has a slerp function that will do your interpolation for you. Generally speaking (though it will depend on your specific code) quaternions are faster than matrices or euler angles for interpolating angles too. However off the top of my head, I can't remember how to get or set object rotation as quaternion in Maya. Someone else might know? On Tuesday, 20 March 2018 09:52:20 UTC+11, derek wong wrote: > > I was getting the arccos of dot products between cubeA and cubeC to > determine angular differences. > > I just wasn't sure if I was using the entirely wrong method, or if I was > ignorant about something that would make it work, but now I know it was the > former. > > Thanks for the help! > -- You received this message because you are subscribed to the Google Groups "Python Programming for Autodesk Maya" group. To unsubscribe from this group and stop receiving emails from it, send an email to python_inside_maya+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/python_inside_maya/c5861edd-f7b8-476f-838a-6bfd73251aa7%40googlegroups.com. For more options, visit https://groups.google.com/d/optout.