Hey Cedric, Thanks for the reply. ;) (Also for your guidance over at CGtalk)
I seem to be unable to download the pdf file, maybe the link is incorrect? Don't know really. Date: Wed, 14 Nov 2012 09:48:20 -0800 From: cedricbazil...@gmail.com To: python_inside_maya@googlegroups.com Subject: [Maya-Python] Re: API: Custom Spline IK (or Motion Path) Hello Roy, just a quick tip: look at http://circecharacterworks.files.wordpress.com/2012/07/quatermainnode.pdf the most basic use of quaternion to build an aim target node...( this one use the X axis, and i also doesn't bother to support other rotation order ). To retrieve your up vector just use myUpvector * quatMatrix and the work is done( there a lot of math in your code: the API provide basic operation like dot/cross product: in my opinion its quicker to use what is already provided, ) Le lundi 12 novembre 2012 11:00:31 UTC+1, Roy Nieterau a écrit :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 -- view archives: http://groups.google.com/group/python_inside_maya change your subscription settings: http://groups.google.com/group/python_inside_maya/subscribe -- view archives: http://groups.google.com/group/python_inside_maya change your subscription settings: http://groups.google.com/group/python_inside_maya/subscribe