View Full Version : Universal joint?
12 December 2003, 12:26 AM
How would I set up this universal joint for animation in maya?
Take a look.
12 December 2003, 10:10 PM
Looks like a simple case of putting your pivot points where the joints meet. You could even lock the rotation axis' that you want to limit.
No bones. No skinning. Just parenting.
12 December 2003, 06:28 AM
Thanks for your reply,
But how did I do that exactly?
Do I select tow objects and parent? Which dose not work, I don't think.
If you don't mind, could you go into a little more details.
12 December 2003, 02:03 PM
you click the first object (which you want to be a child) and then shift-select the second object (which you want to be the parent) and then press the P-key and your keyboard or go to edit -> parent.
now the object you first selected (child) will respond to each movement you do with the object you selected last (parent)
01 January 2006, 12:00 AM
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