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View Full Version : maya's new blendable constraints


coop
08-05-2003, 10:46 PM
hey rigging tech geniuses-

We've set up our rigs with the ability to toggle inheritance of a joint on and off, basically by hacking in the AddRotationPuppet script off of highend3d -

It works well and all was good, as I set up the control over the orient constraint with a set driven key on a controller object, but with maya's new blendable constraint system, when you place a key on the inherit node, it turns all constraints to 0 and adds new attributes that i can then put an sdk to. the downside is that i don't really want to put a key on this node as it keys in an unwanted rotation that then travels with the rig. Also, the handy blendable constraint gimbals when i try to blend with it half the time.

is there a way not to have this fancy new feature, or a way to play nicely with it. I like the idea of blendable constraints and expressions, but i also like simplicity.

thanks

jeff cooperman
senior animator
stormfront studios
www.coopdesign.org

jschleifer
08-06-2003, 04:32 AM
try locking the attributes you don't want to set keys on.. that seems to stop it from creating that blend-pair node & breaking your constraint.

whee!

coop
08-06-2003, 05:45 AM
Thanks Jason-

I like when it's that easy!

Jeff Cooperman
senior animator
stormfront studios
www.coopdesign.org

Matt Leishman
08-06-2003, 03:38 PM
I love finding out cool new crap in regards to my rigging efforts, thanks again Jason.

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