First of all thanks for the posts,
Michael, vrorigin will return a similar problem. In the example file if you use the root and the goal you in vrorigin you'll see the 360 in the y rotation value from 90 to -270.
I'm trying to extract numbers from automated systems(like lookat, result of blending, mlookat, mlookatup, objlookat) that make sense for the animators when snapping or blending automated and hand animated rotations.
I thought that by using the explodematrix expression and inputting the root, goal, up vector, and rotation order I could get a cleaner solve. That doesn't seem to be the case.
Graham, I haven't used a python OBJ before. I'll take a look into it.
I'm definitely looking for the fastest way to do this outside of VEX, also outside of python, because we interface with Touch Designer.
I feel like there should be some super fast way to calculate rotations and vary the result until you get the desired numbers. Going from 90 to -270 seems odd I feel like a more desirable jump would be 180 to -180.
I don't know how fast this would be, but doing a lookup curve or set driven for solved normalized vector from the root to the goal.
Maybe it's just an if statement in with the solve.
What ever I do, it needs to be a fast solution because I can see using this solve a lot. Any other ideas.
Thank you,
Mark