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I'm not posting (soley) to brag about an animation. I've got my character
walking system set up to walk along any spline, so I figured I'd try it in 3D. I
found code for the curve of a baseball seam and set it to go:
http://www.youtube.com/watch?v=Fh2pIMN3ZlQ
Does anyone have any ideas on how I can prevent the loop-de-loops? I'd like to
have it always pointing outwards from the circle.
Given a bodypath spline, I go:
#declare bodypos0=<0,0,0>+bodypath(clock) ; // the bo
#declare bodypos1=<0,0,0>+bodypath(clock+1e-4);
#declare bodylocalz=bodypos1-bodypos0;
#declare bodylocalx=vcross(-y,bodylocalz);
object{body Reorient(z+0.0001,bodylocalz) translate bodypos0 }
I guess my problem is in my vcross statement.
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