Just curious how people give joint orientation to a controller when rigging in maya? I can get the controllers to have the right orientation, however, when I freeze transforms they obviously reset. I've also been trying a way which involves assigning groups to the controllers with the Group node holding all the information of the transforms and orientation of the Cube and the Cube itself has none. But that also is bugging out when I try to parent the controllers to each other. I would build the joints..create a controller..create group..parent constrain joint to group ( maintain offset off ) ...delete parent constraint...parent constrain controller to joint ( maintain offset on )....the problem is, when i now start to parent to groups to each other I cant select the controllers in the scene to move the rig ( I have to select the groups in the outliner ).....
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How were you taught/where are you learning from that it was suggested you do it this way?
I'll usually build some joints, check that they have he correct orientation..ie: x pointing down the joint to its child, then add controllers. And I've found that it makes animating a crapload easier if the controller has the same axis as the joint its connected to...like above.
And yeah, obviously I want the joint to be oriented BY the controller, but to also share the same orientation as default...