Hello
I'm trying to create a quasi-ribbon type spine setup with sops. I've got two Null controllers that drive position and orientation using quaternions. The orientation is derived using vectors from points in the null controllers. I then used a mix in a vop to blend the orientations to get almost good twisting in the spine.
The problem arises when I rotate past a certain amount the orientation flips. I think it's a quaternion thing, Maya does this all the time. Is there a better way to create this kind of setup with no flippen flipping?
In the hip you'll see that I'm animating only the top controls Y rotation and when goes just passed 236 it flips.
Any help would be super appreciated.
Kev
dynamic_spine_03.hipnc
spineFlip.mp4