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
>

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