Yes i think your right, bubble and pinch are just controlling the bias of the interpolation. I should be able to right the math i think for that… vas…
Same here – Ive been trying to find out the math of soft selection too for a while – maybe its just linear interpolation with a radius?
I think callbacks.show() is the closest your gunna get.
Its why i use “cl_”
You can put all your variables, functions in a struct too – this also allows it to be used across mutiple scenes, assets etc. using a Global has a ca…
use .index clearlistener() skinMod = selection[1].modifiers[“skin”] skinVertCount =skinOps.GetNumberVertices skinMod selBone = skinOps.GetSelectedB…
Lol – maybe easier, but a little quicker. Wondering what this would do with more states – seems reminicent of a polynormial…
Could we use linear interpolation too? t = 27.516 – the shoulder rotation. n = abs((27.516 – t) / (-65.838 – 27.516)) (1-n)*18.687 + 8.487 * n – ou…
( local startFrame = 0 local endFrame = 10 local s0 = [0,0,0] local s1 = [0,0,0] local e0 = [0,0,0] local e1 = [0,0,0] local rotCenters = #() …
I think i found a cleaner way – i was infact dreaming of the math this morning sadly. If you have a point a moving through a space you get: [ul] [li…
Im thinking of arc Tangent methods… This is a little tricky.
I dont think this is too hard overall but least squared is something i never can figure out. store the direction of a bunch of markers (least square…
Use a variable, i a custom attribute or a struct. e.g. struct _test ( vala = 0.0, fn test val = ( case of ( (vala < -10.0): vala = 10.0 (vala &…
Your’ll get the same value with each different axis order, axis order doesnt matter in the end, only the orientation and position of the pivot. When t…
So i did a very quick test, loading the same matrix transform onto the same object with different rotation orders. My initial hunch was correct, it pr…