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Is there an equation to derive alternative rotation values?
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Sorry, I tried to do tag multiple categories but it didn't work. So I'm posting this here as well as in the Animation and Rigging section. Sorry if this is a no-no.
Have you ever used an orientConstraint and Maya always defaults to "Average" for the interpType. But switching it to "Shortest" gives you completely different rotation values that are also valid. What is the equation for calculating these alternative values?