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Rune wrote:
> "Reusser" wrote:
> > Thank you very much!
>
> Glad you could use it! :)
>
> Rune
Thanks again, again, but I did notice one small improvement you could
make. If you replace the knee direction definition with these lines:
#declare HipAxis = <1,0,0>
#declare KneeDirection =
vnormalize(vcross(AnklePoint-HipPoint,HipAxis));
you can get a wider range of movement before the whole thing flips or
before you get an error because the knee direction is parallel to the
line between the hip and ankle.
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