michael Posted May 26, 2003 Share Posted May 26, 2003 is there a way to get the bone rotational values out of a Follow Curve IK?... I can see the rotations (I think) by selecting "Pre-Transform" from the menu of a bone, but I don't know how to reference that value.... Quote Link to comment Share on other sites More sharing options...
edward Posted May 26, 2003 Share Posted May 26, 2003 What you do you want to do with the rotation values? The pre-transform is exactly what it is named ... it's the transform that gets applied from the parent before applying the local transform. So that will not be what you want. Not knowing what you exactly want to do, I'll give a smattering of info. If you want the world transform values of any object, you can use the object chop or one of the functions from doing a "help origin" in the textport. If you want the local rotation value of the bone from follow curve, you can use the chop() expression to grab the solved value from the InverseKin CHOP. If you want to control the twisting of the follow curve solution, then adjust the Rest Z angle (second parameters page) of the bones. Quote Link to comment Share on other sites More sharing options...
michael Posted May 26, 2003 Author Share Posted May 26, 2003 heh...sorry...wasn't too clear...in maya the numbers are just right there... what I want to do is use the rotations of the follow couveIK bones to drive the rotation of some nulls....the null rotation gets added to the rotation of some geometry and the result determines the rotation of the spine joints... I'll give chop() a try and see what happens Quote Link to comment Share on other sites More sharing options...
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