This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
Im wondering if someone might have a tip for a small problem i have been having with animating..
i am making a small animated factory scene and when i try to animate the industrial arms ive made i get a few small problems..
im not using IK setup, just free joints parented to the parts. and when i rotate one or more joints to the desired position, any translation after the fact causes the whole rig to reset back to the origonal position.. i know its something to do with the way i have parented the whole rig to traslate on the z axis. the whole rig is parented to nurb curve. so yeah when i move a joint, then move the nurb curve the joint goes back to its default position... its really annoying me, and i am wondering if any one has a solution for me
These are the arms im talking about .
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v
- Cheers, Ruff
you have to remember that you need a starting keyframe for reference at the very beginning. after that, why is it parented to a nurbs curve? unless you have some sort of elaborate SDK setup (which i doubt if you are just animating rotation on top of a parenting structure - which is really the correct way to go with this setup), i'd just group the whole parented lot together, set the pivot point to the bottom near where it's gonna be sliding, and then animate the newly created group along the z axis if you want to move the whole thing. much less of a headache if you ask me.
I parented it to a curve.. well nurb circle just for ease of access.
ok so i think what your saying is group the whole model/rig and move that.. right ? lol
so once i key frame a joint rotating, then select the group i just made, then the key framed rotation i just did will stay with the group when i translate it on z axis??
cheers for the help, i go check it out and see if that works
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