Hello Roy, just a quick tip: look at http://circecharacterworks.files.wordpress.com/2012/07/quatermainnode.pdf the most basic use of quaternion to build an aim target node...( this one use the X axis, and i also doesn't bother to support other rotation order ).
To retrieve your up vector just use myUpvector * quatMatrix and the work is done( there a lot of math in your code: the API provide basic operation like dot/cross product: in my opinion its quicker to use what is already provided, ) Le lundi 12 novembre 2012 11:00:31 UTC+1, Roy Nieterau a écrit : > > Hey Guys, > > I'm looking into creating a custom Stretchy Spline IK setup that doesn't > pop (over & under extends in extreme situations). > But I seem to be unable to wrap my head around how to calculate > orientations on points on the curve. > Since the points on the curve don't have any orientation (well, they do > have tangents or something like that?) I have no clue on how to actually > start with this. > > My main references of tools in Maya would be the Motion Path and the > Spline IK (with Advanced Twist controlled by a start and end object). > If anybody has any starting points for this it would be greatly > appreciated! > > Thanks in advance. > > Regards, > Roy > -- view archives: http://groups.google.com/group/python_inside_maya change your subscription settings: http://groups.google.com/group/python_inside_maya/subscribe