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View Full Version : making link constraints more user friendly?


zacleck
06-22-2009, 07:34 PM
I really like the way you can set driven key a parent constraint in Maya and I was wondering if there was a way to do that in Max.

I'm only familiar with the link constraint system to do something like this but i find the workflow to be less than intuitive. If you adjust your keyframes at all you have to manually re-plugin the frames you want to swap constraint (at least as far as my understanding of the system goes).

So I was wondering if there was a way to wire your changing constraints into a custom attribute or some other method where you're dealing with keyframes instead of that clunky motion pannel that i was talking about before. I have a character who has a hat on and I wanted to be able to simply key the constraint of the hat to either his head, left hand, right hand, or to a world node with ease. I tried wiring the weight of position and orientation constraints but it didn't give me the result I wanted so i'm not really sure what to try next.

zac.

PEN
06-22-2009, 08:55 PM
Huge pain until you are in Max 2010 as the keys now show up in the track view. I think that you can get access to the objects in the link contraint via Max script and set them as you need them but you will find it a pain to manage as it isn't a weighted solution like it is in Maya.

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06-22-2009, 08:55 PM
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