I've been working on a method for auto-correcting the world-up-vector for 
axis-angle constraints so that flipping never occurs. Instead it mimics 
manipulator-based relative rotating of the constrained object. What I have 
so far is a expression and script node based system which takes a point 
closest to a nurbs sphere from the target object and "tracks" where that 
point goes. It then builds a quaternion by rotating the last point to the 
new one which is used to rotate the up vector. The only problem is that 
when the target object is placed back to its initial position, the up 
vector doesn't rotate back to its default location as well. Should I just 
put in a condition which "resets" the rotation when the target object is 
moved to that location, or would that cause problems with the rotation 
interpolation of the aim constraint?

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