Well for a start rotations bound by a parent will always be bound in 0 – 180 degrees – it won’t roll-up. And from what your saying your getting everyt…
This depends of tons of information! How are bone orientations exported? What is the default state of the orientation? Does the bone have a direction…
Roughly, I’m not at my desk… fn addSkinNBones obj boneNames = ( if obj != undefined do ( local skinMod, bone addModifier obj (skin()) skinMod = o…
I really don’t know what your trying to do, from what i can make out your trying to add bones to a skin modifier. Something like this: fn addBoneToSk…
What if objc.dir value is in the same direction as its vector from its (currentTime-PreviousTime)? Also after you derive the cross product from the v…
Remember: life != work
I’d go super simple and use angleAxis, local ang = 30.0 local dir = [random -1.0 1.0, random -1.0 1.0, random -1.0 1.0] <node>.rotation = ang…
Sounds like your reaching gimbal.
Hey PEN, Lone Yes I’ve done both of these – just wanted to see if i could use a paramblock to hold multiple models & skin in the scene itself. O…
Ack! – I will have to go to plan b. thanks,
Create a variable, pointing to the track you want. And then just refer to it in the script e.g ‘val’ thats all – you don’t need refs.dependants.
local matrices = #((matrix3 1), ((eulerangles 0 45 32) as matrix3), (transMatrix [50,40,10])) local mc = for each in matrices collect each local tmp …
Just take away the vertex position from the objects pivot position. ($.verts[1].pos – $.transform.pos)
I havent done much in a while, but i think lengthInterp would probably work well. You could first get the number of knots along the spline, over a ran…