View Full Version : Universal joint?
12-19-2003, 11:26 PM
How would I set up this universal joint for animation in maya?
Take a look.
12-20-2003, 09:10 PM
Looks like a simple case of putting your pivot points where the joints meet. You could even lock the rotation axis' that you want to limit.
No bones. No skinning. Just parenting.
12-23-2003, 05:28 AM
Thanks for your reply,
But how did I do that exactly?
Do I select tow objects and parent? Which dose not work, I don't think.
If you don't mind, could you go into a little more details.
12-23-2003, 01:03 PM
you click the first object (which you want to be a child) and then shift-select the second object (which you want to be the parent) and then press the P-key and your keyboard or go to edit -> parent.
now the object you first selected (child) will respond to each movement you do with the object you selected last (parent)
01-16-2006, 11:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2014, Jelsoft Enterprises Ltd.