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
>

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