Are you using an angle mate to rotate your component? If so,
the reason for the reversal of direction is that Animator is
interpolating the numeric value of the angle mate, and you're going
from 360 to 120, not from 0 to 120. The way to solve this is to
insert a key with an angle value of 0 just after the key with an
angle value of 360. Right click on the key, and set the
interpolation mode to "snap." You can zoom in on the timeline and
get the two keys very close together. That should give you the
right result as it will reset the angle value when the rotation
cycles, without actually moving the component backwards.
If you're not using angle mates, let me know and we'll try to figure out what's going wrong.
If you're not using angle mates, let me know and we'll try to figure out what's going wrong.
The direction of the rotation is defined in the mate manager (flip dimension). And because 0°-360° is the oppenent direction to 360°-0° you can choose the direction by setting the values.
I'm really confused.
I'm animating two robotic arms rotating around their base. In addition i have an angular mate between the top plane and an arm. When i rotate the robot around its z-axis, it has problems resolving the angular mate and keeps on swithcing between above and underneath the top plane.
I don't know if anyone understood my problem at all, but at least i gave it a shot.