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kuui
08-16-2004, 11:32 PM
hi everyone

i've got a question about constrains in c4d, similar to maya ones

i did a xpresso expression to bind the global matrix of a nullobject to the global matrix of a hand, the null object contains a spear.

i rigged and weighted the modell...just to find out that deforming the hand with bones doesnt change the matrix of the hand (the hand is a single object), what is just natural, but in this way the spear doesnt move with the hand. is there a way to bind the bone-moving of the hand to the spear's matrix?

thx in advance

Edit: now i just riggend the weapons together with the body...but its a longer way to rig and weight it....so a real constrain would be cool

Hilt
01-21-2005, 05:54 AM
I have this very same problem at the moment. But instead of pathetic spear I have a machine gun :D.

Does Cinema have a constrain similar to Maya? I've read and re-read the manuals but havent found anything useful yet.


.hilt

moka.studio
01-21-2005, 07:13 AM
hi everyone

i've got a question about constrains in c4d, similar to maya ones

i did a xpresso expression to bind the global matrix of a nullobject to the global matrix of a hand, the null object contains a spear.

i rigged and weighted the modell...just to find out that deforming the hand with bones doesnt change the matrix of the hand (the hand is a single object), what is just natural, but in this way the spear doesnt move with the hand. is there a way to bind the bone-moving of the hand to the spear's matrix?

thx in advance

Edit: now i just riggend the weapons together with the body...but its a longer way to rig and weight it....so a real constrain would be cool

One way to achieve this is to use the "Point" Node in expresso. Set the point index to a point towards the middle of the hand. Make sure you have "Use deformed points" on, then connect the Null object to the Point's position

wuensch
01-21-2005, 07:55 AM
another way is to use a construction with 2 NullObjects (more flexible than points)
parent 2 Nulls,
set the first Null to either a point of the hand or a bone of the middle of the hands global Pos/Rot.
Set the Props pos/Rot (global) to the second Nulls Pos/Rot and move the second one where you want the Prop to be.
This way you can use the second Null to animate the Prop independently if you want.



Olli

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