Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 1 05-09-2005 , 10:02 AM
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Join Date: Jul 2005
Posts: 43

Constraining the pelvis to midway between 2 feet

Hi everyone
I'm trying to use the 'Plus minus average' Uitlity node to constrain the pelvis of my character so it always stays midway between the 2 feet - but i can't seem to get it to work.

anyone know the actual workflow? The help file and tut on line that is supposed to show how it works... well... doesn't.

I figured I'd connect the translate attribute of the both feet to the utility node's Input3D - but I can only connect one (once) - if i then try to connect the other one I loose the first foot's connection. So how do i feed in 2 translate nodes from 2 different objects to get an average??

I must have gotten the wrong workflow. anyone know? (I know I can use expressions but I wanna figure out how this utility thing works...)

thanks for reading user added image
Lisa

# 2 07-09-2005 , 09:05 AM
pollywoggles's Avatar
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Join Date: Jun 2003
Posts: 1
Hey,

I just saw this post... sorry for being so late... here's a cool tutorial that goes deep into rigging. The section you particularly want is on the third page, in the section titled "Constraining the Torso to the Feet."

I put the link to the beginning of the tutorial (first of three pages), because everything was really good...

https://www.peachpit.com/articles/article.asp?p=102022

-- From the book, _Maya Character Skeleton Setup_ by By Chris Maraffi.

# 3 09-09-2005 , 12:58 AM
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Join Date: Jul 2005
Posts: 43
hi

thanks for the link. that's a nice rigging tut.

figured it out my problem with the average node by the way. Need to connect it in the Hypershade using the right click on Input / Output method to connect the second channel values like [1], [2] ... For some reason these options don't show up in the Attribute Editor.

cheers!

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