[ QUOTE ] Mine is the text "Kill your parents!!!" (capitalization may differ) converted into Hex using the ASCII values. That's why I hope your subconsious knows neither hexadecimal nor ASCII. [/ QUOTE ] So *that's why I killed my parents! Daaaaamnnn youuuuu!!!!
I dont think a rigid skin will be noticeably slower than just parenting the objects together - even if it turns out it is then you can simply parent the meshes to joints. Having a proper rig means you can reuse it on your game model as well. Basically, make a proper one
On your fire emitter, you add the "Emitter InitLoc" module (under location). Then in the module's properties, you must list the name of the parent emitter, which in your case would be the comet. Once you input the name, your fire particles will spawn from the comet as the parent.
I have done something similar before using morph targets (origami), but this looks like it could be done with simple IK. Parent the IK handle to the bone of the page that opens (green). Rotating that bone then pulls on the joint chain for the popup section. Parent the root bone of the popup section to the other bone.
A parent constraint with "Maintain Offset" turned off should get you there. Alternatively you could parent the cube under the joint and then zero out all transformations I suppose. If you want to, say, export for a game you could remove the constraint after aligning and then smooth bind the cube to the joint.
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)
Why is the head the top of the bone chain? Normally the pelvis bone is the top of the chain in a human. There is a Link tool on the main toolbar that allows you to edit parents by clicking and draging from the child to the parent. If you need an example of a hierarchy, you can create a Biped system and examine that one.
In this case, add more weights to your Head or topmost Neck bone if you don't have a Head. This way you have the partial control of a local bone, say Eyebrow_L, but the affected vertices still move with the head when animated. Since Head is a parent of Eyebrow_L, anywhere a parent goes, the children go with it.
I meant binding them after you parent constrain/bake the simulation. The way I was doing it was parent constraint > bake the simulation (bone that's following the mesh) > turn off the sim > than now since the anim is baked to the bone I bind each piece to its own bone.
all my dreams are bad most recently, i had to tell my parents that they weren't going to be accepted into the group of us that would be immortal. they were very accepting and said they understood, in that parental way, but i could tell they were crushed. i then watched them get old and die.