>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 > -- http://groups.google.com/group/python_inside_maya
