This looks really nice!

On Mon, Apr 18, 2016 at 2:08 PM, pedro santos <probi...@gmail.com> wrote:

>
>
>
> *Hey Matt.Thanks for the extended explanation and insight! I'll tinker
> with your expression and see what I develop with it. My C++ skills though
> at the moment are none. So I'll have to invest in that in the future. This
> seems like a good place to start *
> https://www.udemy.com/unrealcourse/?pmtag=1c144738-b28d-4cdc-ae62-3d96a002386a
> * :) *
>
> I had completely forgotten about UV to location, thanks for the heads-up
> about its issues!
>
>
>
> I do have to admit a mistake here. I was only playing with Constrain to
> Curve (Path) not (Param). The latter does not have the constrained object
> sliding around the relative length, so I can work with it!
> One issue with Curve constrain is the Up-Vector is not great. So I went
> with two parallel lofted curves and Constrain to Surface which give me a
> good sense of orientation: http://i.imgur.com/QukQbIC.png even though the
> tangent is not as good as the curve constrain. Only used ICE to get the
> Scale from the CPS to the deformers.
>
>
>
>
> This chain will have multiple purposes for me from tail to tentacle
> Though the only thing I'm missing is an IK/FK switch solution that allows
> me to pose in IK and switch/bake keys into FK. I guess I'll just go with FK
> for now.
>
> Thanks!
> Pedro
>
>
>
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