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Found 3 results

  1. Does anyone know how the shelf tools do their eye rigging? I'm looking at the simple biped network and I don't see anything in the lookat parameter of the eyes, and the lookat nodes are in a separate branch from the eye geometry. Any help is much appreciated! Edit: Looking inside the pretransform nodes, I can tell those are being rotated when I move the lookat object. The transforms aren't changing though, and I don't see any expressions or chops references.
  2. I'm trying to at a bit of rotation spring to a look at constraint. It's not working. I created a lookat constraint and then within the constraint network after the lookat chop I add three deletes with t*, r* and s* and then merged the channels back together. I added a spring chop to the r* channels before merge. (see attached image) There is no spring added to any channel. I'm wondering how this could be done.
  3. Hi, how would you describe difference between lookat() and dihedral() VEX functions? Aren't both used to compute matrix3 to transform vector A onto vector B ?
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