Thanks, Nuno.

On Mon, Apr 18, 2016 at 2:37 PM, Nuno Conceicao <nunoalexconcei...@gmail.com
> wrote:

> 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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-- 



*------------------------------[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
<http://probiner.x10.mx/>*
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