>>2839380I think the links to my previous posts on this topic make my explanation exhaustive, although I should also mention that after I ensured the knee staying on target, I enabled the IKs back and deleted baked leg keys. Limited normal spins are not that hard to make with leg IKs ON to justify the trouble of switching mid-motion, but here's an illustration that should make it clearer. Download the Boom Clap poledance and see for yourself how it's done, although it didn't take point 4 into account. This same approach also applies to other circular motions around a pivot, such as alpacas spinning on their heads like breakdancing tornadoes, where you want the head to follow the alpaca's path set by the root bone while the rest of the body (which the head originates from) spins around the head, as opposed to the head making circles with the center bone staying on a straight line:
https://files.catbox.moe/xfo0ym.mp4>>2839383By the way, model parts hidden or revealed via material morphs will obstruct AutoLuminous lights even in the hidden state.
(Example: pregnant belly or panties that cover a womb/crotch tattoo, which you want to glow. Unless you use a vertex morph to hide its mesh within the model or (not recommended) elsewhere, the tattoo's glow will not be visible (whether the default alpha is 0 or 1) without disabling the obstructing part in AL's EmitterRT list. The invisible material's "shadow" will also be visible against any lights in the background unless you disable it. I suppose an alpha check like
>> if(Color.a <= 10 * rcp(255)) clip(-1);could be added to the effect's code somewhere to fix that, but my understanding of HLSL is too primitive to know where it goes at a glance.)