I’ve built a blender scene of a Rubik’s Cube to create animations of different move sequences for solving the cube. I’ve got a lot of sequences to create, so I need the simplest way possible to create each animation. However, I’m finding that animating rotation is a nightmare.
When I rotate one side of the cube (nine pieces around the cube’s centre), I’m struggling to get the individual pieces to behave. With XYZ Euler, the first couple of rotations are fine, but on the third rotation the pieces spin about into position. With Quaternion WXYZ, the pieces separate slightly.
I’ve also tried creating Child Of constraints, but it’s too much work as rotating one side means that I have to create keyframes for setting the influence of the parent to 1 for the nine pieces and then again to set the influence to 0. It takes an age.
Here’s a link to my blend file using XYZ Euler: https://www.dropbox.com/s/pp8iztzkz5mr5ki/Cube_XYZ_Euler.blend
I got the idea to use Quaternion rotation from this video, which also uses the same method for performing the rotations as me: http://www.youtube.com/watch?feature=player_detailpage&v=4fs01zdvtg0#t=855 The URL jumps to 14:15 which shows exactly how I’m doing my rotations. However, it works for the guy in the video!
In the video description is a link to the blend file. When you load this blend file and play it, the rotations look perfect (using Quaternion rotation). However, if you delete all the keyframes and start rotating it yourself, the pieces start to separate. Is this because the blend file was created on an older version of blender where the rotation worked better?
I feel like I’m close to getting it, but just missing one last piece of information. It’s driving me insane!
I’d really appreciate some help on this, as I’ve been struggling for days on it now and I need to move on.