Hey everyone,
I have wracked my brain at a problem I am having. Essentially, I have a character with a shoulder pad and I want it to automatically move certain translation and rotate values depending on how the shoulder/clavicle moves.
So I am using a bunch of network nodes feeding off, for example, the shoulder joint’s rotate Z value. This all works fine, but through the course of the characters animations, the gimbal of the character means that the shoulder pad is way off once it goes past 360 degrees on an axis.
Because it is an IK/FK switching arm, it needs to get the value from the joint. I have currently got a fmod script that will ‘normalise’ the rotation values to within 360, and this is working fine, however its useless on a practical level as the user has to update the timeline before the script updates.
And I have been unable to identify a network node that will do the fmod function.
However, surely this is a somewhat common issue for medium to advance level rigs, so there must be a solution which I cant figure out. Does anyone here have any recommendations?
Thanks in advance, any help is greatly appreciated.
same with sinus or cosinus or any other math-operations you want to use