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View Full Version : Link Constraints in Max 4.2??


dvasquez
03-24-2003, 04:06 PM
Hi Everybody,

I'm new to this forum and just had a basic Max 4.2 question. I have a character who needs to grab on to a large hammer with both hands. I know I can use a link constraint to do this so I can animate it over time. I was wondering if there was a way to use multiple link constraints on one object?? I'd like to try to attach both hands if possible.

Also, I don't know if this can be done, but is there a way to link constrain, say the hammerhead to the ground plane so it makes solid contact with the ground and not go thru it?? Just like IK on the feet of a character. Could this be done while still having both of the characters hands constrained to the hammer's handle?? I was just trying to see if there was an easier way of keeping the hammer head contacted to the ground without using a ton of keys on every frame.

Thanks in advance...what a great forum this is!

Dave

michaelcomet
03-24-2003, 09:20 PM
In both cases what you'll probably want to do is mix IK rigging with the link constraint.

What I mean is for the hand thing...you could or would create an IK rig for the arms/hands of your character.

Then the IK hand controls would be what has the Link Constraint on it, normally it would be linked to a stationary ground object, and animated like normal. Then at the selected point, each hand could be linked to the hammer, and you'd simply animate the hammer.

Or you could link the hammer to one hand, and the other hand would still be IK linked to the hammer. Tho that's a little harder to keep track of possibly....since both hands aren't the same.

For the hammer if you need it to pivot off of a spot, either set the pivot point at that spot so when it hits teh ground it will pivot there, or link it to yet another control with the pivot at that point...that may work... OR setup IK on the hammer so you can use two points to animate from....

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