Hard , to tell much i have build my nodes differently: The core concept was that the curve is a temporal system: there is a start and an end ( you will often see in SIGGRAPH paper the u parameter named as the variable *t* ). I dont try to bundle all element in one node: some data can be store and update upstream. so my node compute a matrix at a curve parameter value and the end object is used to extract a twist value. This extraction is done by a separate node . it doesn't matter if you have 7 full spin on the twist axis: your motion path node drive your joint and even with 180/-180 degree range the orientation will be correct
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