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
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
