Universal joint?



How would I set up this universal joint for animation in maya?

Take a look.



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.

Mike R


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.


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)


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