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Maya - Keying multiple joints at different rotation values?

gene098
polycounter lvl 6
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gene098 polycounter lvl 6
Hey guys

 do you know if its possible to key locators that arent all moving in unision?
Like for the eyelids I have 4 joints/locators on it and i keyed the neutral pose at 0
Then I move the 4 joints down at different rotate values because the middle lid needs to go lower to fully close the eye
Heres what it looks like
Moving back to neutral pose is fine
But trying to go back to the fully closed eyelid state

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Heres what I mean


thats the closed state which i keyed at 20
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heres neutral where i return back to 0 (i keyed the neutral at the beginning)

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here is when i try to get back to 20 which was closed lids before


Replies

  • gene098
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    gene098 polycounter lvl 6
    Any ideas guys?
  • FildoSaggins
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    FildoSaggins triangle
    I would suggest using Driven Keys. This would allow you to create one attribute that drives the values of one or more driven objects, even when they're not "in unison". Another bonus to this approach is that you can place all of your facial controls onto separate control objects so that you minimize the amount of selecting and keying required to animate the character.
  • gene098
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    gene098 polycounter lvl 6
    Hey thanks man I tried what you said and its great,

    But for my particular problem i found that all i needed to do was set the key, and when I deselect a joint i need to make another key frame.

    cus each keyframe controls 1 set of selected joints

    if i remove or add a joint in to the selection i need to make a new keyframe for it

    so for ex) joint 1-4 selected, ikey from 0 -25

    then deselect joint 4, = joint 1-3 selected, i key from 25-50
  • FourtyNights
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    FourtyNights polycounter
    I'd say from an artistic point of view that opening and closing eyelids would be much easier to do as blendshapes, especially in Zbrush's 3D layers which can be exported as blendshapes.
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