Triple chain ik/fk switch/match - storing rotations as vectors.

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Hello Maya user here, I'm trying to recreate triple chain ik/fk switch/match with appropriate script for matching rotations, after some digging trough documentation I did found hou.vector3 but I cannot understand how to apply it, in Maya's MEL you would do something like this:

vector $NameOfTheVariable =`xform -query -rotation “NameOfTheObjectInScene”`
__^____________^______________^______^_______^________________^_____________
__|____________|______________|______|_______|________________|_______________________________
Variable—–Name———-Command–Flag—-Flag—Name of the object in scene i.e. Joint—–
type

What is the equivalent syntax for this in Python in Houdini? I need rotations as vectors (in world space) so I could perform math operations on them and get/set their values… is there an equivalent of the xform command in Houdini?
Edited by Dexo - June 4, 2018 14:46:08
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