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[Maya] Facial rigging control's movement axis

polycounter lvl 7
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NiklasT polycounter lvl 7
Hi,

so I have been watching this and in it he is having a facial control GUI with one set of controls which moves in their own Y and X axis. I can't get it to work and there is no walkthrough in the tutorial on how to do this, but maybe someone has any idea how, if still possible in Maya 2013, you can do this.

The control is the triangle, and it has a rotated pivot (it looks like), and when he moves it in the X or Y axis it only gets X or Y input.
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However, just rotating the pivot doesn't work, and it gets both Y and X values when moving it in one direction (as he does) as if it would have moved in world space.

The question is if you know of any way of making an object only get one kind of movement input if you move it in an axis after rotating the pivot?

/N

Replies

  • antweiler
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    antweiler polycounter lvl 8
    I dont know what you mean with "rotating the pivot". One cant do that in Maya.
    The translation axis is not affected by the orientation of the transform itself, it depends on the orientation of its parent. Just orient the parent node of your triangle to the desired axis (create an extra tranform (group) if necessary)
  • The Rizzler
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    The Rizzler polycounter lvl 9
    You could freeze rotations/rotate the object etc. just to make the curve's pivot line up with its parent group or the world and achieve just Y or X translation, then deal with how the curve looks by selecting the curve and hitting F8 to toggle select mode, and rotate the triangle's curve points (hold J to angle snap) so that it's visually correct

    Essentially the curve can look however you want it to, and it's easier to leave the object's pivot settings at 0 and just edit the curve
    NiklasT wrote: »
    The control is the triangle, and it has a rotated pivot (it looks like)

    Ah, I didn't read this properly, that's odd
    Not sure then, still, try out what I described
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