Hey JP,

Actually I know how to get the point on the curve. Aiming at the next joint is 
also a relatively easy step.

On the other hand knowing/calculating the up vector for the aim is something 
I'm unaware of how to do it. How did you solve/calculate the up vector for the 
aim constraint?

I'm especially interested in allowing a twisting motion along the curve.

-Roy

CC: python_inside_maya@googlegroups.com
From: jspatr...@gmail.com
Subject: Re: [Maya-Python] API: Custom Spline IK (or Motion Path)
Date: Mon, 12 Nov 2012 07:08:48 -0800
To: python_inside_maya@googlegroups.com

Hey Roy,
I've done a sort of 'manual' setup like this by writing a 'pointAtArclen' node 
and then wiring the rest with existing nodes.  In my case I used aim 
constraints for each joint, but you can do something similar within your 
solver- get the orientation by figuring out where each joint needs to be on the 
curve and what the vector would be if you were aiming each joint at the next.
-JP

Sent from my iPhone
On Nov 12, 2012, at 2:00 AM, Roy Nieterau <royniete...@gmail.com> wrote:

Hey Guys,

I'm looking into creating a custom Stretchy Spline IK setup that doesn't pop 
(over & under extends in extreme situations). 
But I seem to be unable to wrap my head around how to calculate orientations on 
points on the curve. 
Since the points on the curve don't have any orientation (well, they do have 
tangents or something like that?) I have no clue on how to actually start with 
this.

My main references of tools in Maya would be the Motion Path and the Spline IK 
(with Advanced Twist controlled by a start and end object). 
If anybody has any starting points for this it would be greatly appreciated!

Thanks in advance.

Regards,
Roy




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