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How Maya calculates IK spline solvers offset attribute?
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I'm trying to understand how Ik spline Handle calculates it's offset attribute. My goal is get static joint chain while deforming spline curve and avoid "sliding" effect. This effect:
I have some results but it's not 100% what I'm trying to achieve. If yo look closely you can see the joint chain moves. It has bouncing effect and if you move further the CV it moves. Here is the result:
The math I'm using is :
ikSpline.offset = (currentLength/initialLengt-1) *
(1/currentLength/initialLengt )
And here is my node editor screenshot:
So, my question is how IK spline Handle calculates offset? How to make joint chain static only in translateX axis(curve direction) , when curve is deforming.
This effect can be done by deforming opposite side of curve.