make to object look at each other
5091 10 2-
- pelos
- Member
- 623 posts
- Joined: 8月 2008
- Offline
-
- old_school
- スタッフ
- 2540 posts
- Joined: 7月 2005
- Offline
Infinite recursion. All objects have transforms baked in. One can't orient to another and then back again. Just the way it is.
One way to get the proper transform is to take your two nulls, parent either another null, bone or any other object to each of the two nulls and then make the child object look at the other child's parent null and visa versa.
Now you can hang other nodes off of the objects with look-ats.
One way to get the proper transform is to take your two nulls, parent either another null, bone or any other object to each of the two nulls and then make the child object look at the other child's parent null and visa versa.
Now you can hang other nodes off of the objects with look-ats.
There's at least one school like the old school!
-
- old_school
- スタッフ
- 2540 posts
- Joined: 7月 2005
- Offline
Infinite recursion. All objects have transforms baked in. One can't orient to another and then back again. Just the way it is.
One way to get the proper transform is to take your two nulls, parent either another null, bone or any other object to each of the two nulls and then make the child object look at the other child's parent null and visa versa.
Now you can hang other nodes off of the objects with look-ats.
One way to get the proper transform is to take your two nulls, parent either another null, bone or any other object to each of the two nulls and then make the child object look at the other child's parent null and visa versa.
Now you can hang other nodes off of the objects with look-ats.
There's at least one school like the old school!
-
- pelos
- Member
- 623 posts
- Joined: 8月 2008
- Offline
-
- old_school
- スタッフ
- 2540 posts
- Joined: 7月 2005
- Offline
-
- jerry7
- Member
- 663 posts
- Joined: 11月 2013
- Offline
-
- xukca
- Member
- 50 posts
- Joined: 7月 2013
- Offline
Speaking about the Look At channel… what is the best way to do an aim constraint with excluding an axis (so it is two dimensional rotation, instead). I've tried with expressions and VOPSOP setups based on arcos cosine, and it works… except when one of the objects goes from Positive into Negative world spac. I would call it “cartesian jump”, because in VOPSOP the acos function expects an angle only between 0 and 90 (actually every positive angle should work despite limitations, but there is huge difference between 0 and 180 and -90 to +90). (I managed to reduce the jumps from 4 to 1 with some if expressions, but it is still very clumsy approach and it even doesnt support a full rotation, as the intention was…) :?
-
- old_school
- スタッフ
- 2540 posts
- Joined: 7月 2005
- Offline
-
- xukca
- Member
- 50 posts
- Joined: 7月 2013
- Offline
-
- old_school
- スタッフ
- 2540 posts
- Joined: 7月 2005
- Offline
-
- xukca
- Member
- 50 posts
- Joined: 7月 2013
- Offline
-
- Quick Links