@SketchpunkLabs
  @SketchpunkLabs
SketchpunkLabs | WebGL2 : 111 : Quaternion Cone Constraint @SketchpunkLabs | Uploaded August 2018 | Updated October 2024, 6 days ago.
In this video we start exploring ways to limit the amount of rotation that can be done with our armature. Today we try our hand at trying to setup a cone constraint that will limit how much rotation that can be applied and if the rotation is over the limit, snap the rotation to the closest point of the cone's base.

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GitHub :: github.com/sketchpunk/FunWithWebGL2
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WebGL2 : 111 : Quaternion Cone ConstraintFun with WebGL 2.0 : 033 : Barycentric Coordinates and WireframesWebGL2 : 100 : ECS P4: Input HandlinggetSource : Bezier Splines in 2D and 3DWebGL 2 : 049 : Ray Cylinder / Capsule IntersectionWebGL2 : 060 : Parse animations from GLTF FilesFun with WebGL 2.0 : 040 : Dual Quaternions with Skinning / BonesFun with WebGL 2.0 : 014 : Texture MasksWebGL2 : 115 : ECS Bone/Joint EntityWebGL 2.0 : 045 : Ray to Quad / Square / Rect and Circle IntersectionWebGL2 : 128 : Spring - Jiggle - Dynamic BoneWebGL2 : 109 : Inverse Kinematics

WebGL2 : 111 : Quaternion Cone Constraint @SketchpunkLabs

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