I've been working on a method for auto-correcting the world-up-vector for axis-angle constraints so that flipping never occurs. Instead it mimics manipulator-based relative rotating of the constrained object. What I have so far is a expression and script node based system which takes a point closest to a nurbs sphere from the target object and "tracks" where that point goes. It then builds a quaternion by rotating the last point to the new one which is used to rotate the up vector. The only problem is that when the target object is placed back to its initial position, the up vector doesn't rotate back to its default location as well. Should I just put in a condition which "resets" the rotation when the target object is moved to that location, or would that cause problems with the rotation interpolation of the aim constraint?
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