>From the big pop it makes as soon as I put in the smallest non-zero value,
I'd see it's simply buggy...

- Ofer
www.mrbroken.com


On Wed, Mar 16, 2011 at 7:49 PM, Adam Mechtley <[email protected]>wrote:

> I posted this up on tech-artists.org, but I figured someone here may also
> have an idea (so, my apologies for those of you who will be seeing this
> twice).
>
> *Briefly, the problem is that I cannot figure out what the aimConstraint's
> offset attribute is actually doing mathematically*. If you look at the
> Maya documentation, it says:
>
>  *Offset*
>
> Specifies an offset position (translate X, Y, and Z) for the constrained
>> object relative to the target point. Note that the target point is the
>> position of the target object’s rotate pivot, or the average position of the
>> rotate pivots of the target objects. Default values are all 0.
>
>
> This is of course rubbish, and the the offset value is in fact some kind of
> Euler angle offset. On an orientConstraint, for instance, the offset
> attribute is simply a post-rotation of Euler angles using the rotateOrder of
> the object being constrained. As such, a constrained object's rotation is
> something like: worldSpaceConstraintRotation * offsetRotation
>
> *On an aimConstraint, however, you get this result only when the
> constrained object has a rotateOrder of XYZ*. If using any other
> rotateOrder, you get some other result, and I haven't managed to
> reverse-engineer it successfully to figure out what's going on. I pasted two
> short scripts on my tao thread that demonstrate the problem:
>
> http://tech-artists.org/forum/showthread.php?t=1512
>
> Thanks in advance for any help anyone can offer!
>
> --
> http://groups.google.com/group/python_inside_maya
>

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