You can do that with aim constraints. Change the pivot points of the shock rod and cylinder so that they end up where the shock would naturally pivot. Basically at each end of the shock. Now select the rod, then the cylinder and apply an aim constraint. Then do the other side. Select the cylinder, then the rod and apply…
Hey there! I have been working off the Maya Learning center and I have run into a bit of a problem, I am trying to set up the orient Locators for the shoulder/head sway however it asks to delete the parent constraint before orient constraining the locators and creating attributes for them. The only problem is once I delete…
Hrm. Its still not right. How do I keep the local rotation of a wired or constrained object? As in y might be at a 45 degree angle on the master, while the y on the bone is 90 degrees. Also not at the same exact pivot spot in the world. So it doesn't use the local axis of the master object (bip) overwriting the local axis…
Ok, it gets a little bit messy here. You want your spear in the hand of the character, the spear should follow the hand, then the hand should follow the spear and eventually you want to move the spear without modifying the character at all ? I would use two bones in this case. Use a weapon bone which is part of the…
Update: I managed to fix it. I double-checked the entirety of the outlinear and noticed that the IK rig wasn't parent-constrained to the respective joints. Still, thanks for mentioning to look into the outliner :)
if you look up how to duplicate along a curve in maya you will see there is no simple dedicated method even in 2024. The go-to method still seems to be MASH. MASH is good because it gives you all the flexibility you could want, however it is a chore to setup and has a ton of disjointed parameters you have to tinker with.…
im pretty sure it will only work with verts. i did this a while back. i had to download a script off of highend called rivet or polyvertexconstraint. what it did, was constrain a locator to a vertex. from there, you could point and orient constrain a joint to a locator, then bake that down. then re-weight your object using…