View Full Version : Cool new bidirectional constraint Plugin!
I just bumped in to this web site:
http://www.rigonometry.org/phpBB2/viewforum.php?f=2
It seems it got started from one of this year Master Classes.
Here there is a link where you can see the constraint in action
http://www.angelfire.com/ex2/maiolo/multiWayConstraint.html
Pretty cool!
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ashishdantu
10-28-2006, 03:44 AM
wow !!
this shud open up many new ways of doing things !
i remember seeing this Bidirectional constraint (http://www.highend3d.com/maya/downloads/plugins/animation/2791.html) but it was for maya 5 ! but site and author r not to be found again !
but i guess those who attended the master class can only get access to this ?
-nice work ! appreciate the forum post too !
hibigibees
10-28-2006, 08:09 AM
Aweeeesome, what a glorious attempt !
Yet to read the long, long forum documentation, but seems its gonna be a very useful one...
Buexe
10-28-2006, 10:58 AM
Very useful concept yet his seems to be in concept/early prortype stage. I have a similar system. Check my rigging reel to see it in action.
ntmonkey
10-28-2006, 11:09 PM
Soooooo...what happens when you set keyframes on it? How it evaluating between all that stuff?
yenvalmar
10-30-2006, 11:21 PM
i just joined that forum and posted the same message im posting right here:
as somebody who considers myself an animator but winds up doing a large amount of character rigging for some annoying reason (why god why) i was really interested when i saw this topic on CGTalk, so much so that i just made an account here to post it. anyways i have a pretty clear vision to me as an animator how i want to interact with a multi way constraint that id like to explain, if its how the tool already works great, but i got lost trying to read through all the above posts and watching the movie didnt make it 100% clear. here goes :)
basically, say take the case of that foot rig. i just want all the rotations put directly on the main foot joint, or whatever control drives the foot joint. the multi way constraint is strictly usefull as a posing tool, trying to separately track or edit animation curves on each point of constraining is not a viable workflow. so in the case of that foot movie, whichever of those spheres you rotate or move to pose the foot, when you set a key, it just sets the key on the main foot joint or control, a normal maya animation key, at whatever position it happens to be in. seems pretty simple, or am i wrong?
and whatever rotations it makes on the main foot joint should ideally be nice normal curves that can be edited by a human. thats it. very simple. i dont want any keying or ianimation nfo to be stored on the constraints, i just want those to be a posing aid to store normal keyframe data on a rig control or joint or what have you. this way these could be added (or removed) from any existing style maya rig without causing any changes at all really, just adding a new functionality.
anyways thats my 2c, probably all its worth :)
Buexe
10-31-2006, 06:28 AM
Sounds very reasonable to me, yenvalmar.
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