Hey John,

Thanks for the quick replies. I'm not sure what you mean with the following:
*
*
*Zero out whichever axis is the aim-axis in your 'up vector', then convert 
that vector into an MMatrix.  Now you have a matrix you can multiply your 
existing aimed-joint-matrix by to twist it.*

Why would that be helpful or what would those steps produce? If I zero out 
the up vector and convert that into an MMatrix ain't I creating a zero 
matrix? (Default matrix)

-Roy


On Monday, November 12, 2012 4:34:14 PM UTC+1, JP wrote:
>
> I would think about it like this:  for each point/joint along the curve, 
> you should have some sort of 'up vector'.  You could get that a number of 
> ways - a start/end 'twist' amount, an array of 'up' target objects for each 
> joint, etc.  The end result is that each point along the curve should have 
> a vector to some other target to help determine the twist.  
>
> Next, you'll need to know what your joint's aim-axis is.  The built-in 
> spline ik node assumes an 'x' aim axis (which blows), but you could have an 
> input attr for the aim axis.
>
> Zero out whichever axis is the aim-axis in your 'up vector', then convert 
> that vector into an MMatrix.  Now you have a matrix you can multiply your 
> existing aimed-joint-matrix by to twist it.
>
> I think it would be nice to have an array of world matrices for 
> up-objects, which you would plug the controls for the spline into.  You 
> could get the closest point along the curve for each and treat a particular 
> axis as the 'up vector' for that point along the curve, then interpolate 
> between them.
>
>
> On Mon, Nov 12, 2012 at 7:13 AM, Roy Nieterau 
> <roy_ni...@hotmail.com<javascript:>
> > wrote:
>
>> 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_in...@googlegroups.com <javascript:>
>> From: jspa...@gmail.com <javascript:>
>> Subject: Re: [Maya-Python] API: Custom Spline IK (or Motion Path)
>> Date: Mon, 12 Nov 2012 07:08:48 -0800
>> To: python_in...@googlegroups.com <javascript:>
>>
>>
>> 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 <royni...@gmail.com<javascript:>> 
>> 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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>
>
> -- 
> John Patrick
> 404-242-2675
> jspa...@gmail.com <javascript:>
> http://www.canyourigit.com
>  

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