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"Reusser" wrote:
> 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.
Are you sure? Have you actually tested it?
Have you considered line 84 in my code:
#declare KneeVector = Perpendiculize(KneeDirection,HipPoint-AnklePoint);
I think it does just about the same thing. If not, please explain further!
:)
Rune
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