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.
Hello. A hopefully easy question from a complete newbie. I don't know how to ask it so I'll just give an example:
I want to have an arrow (as in bow and arrow) move straight then get stuck in a character model. How do I make it so the arrow can move straight and then move with the model stuck in place?
It seems like I could do it if I could keyframe the parentage of an object (the arrow) so that first it's not parented to anything, and then it is parented to the character, but I don't know what I'm doing, so I may be totally wrong.
take a look at the constraints... can't remember what kind you need (cause off the top of my head i can't remember what does what), but aim and orient sound good *shrug*
what you want is a parent constraint. you can then key an attribute in the constraint on and off (it actually has a floating number so that when you have the object parented to two objects, you can actually have it slid between the two instead of snapping back and forth).
For example, Create a sphere and a plane. select the sphere, then shift select the plane. In your animation set, select constrain > parent. move the sphere around, the plane follows with it. now select the plane. Under SHAPES, you should see " pPlane1_parentConstraint1 ". If you select that, a few attributes become visible, the bottom one should be "P Sphere1 WO", it is this attribute that you can animate to turn the parenting on and off. the name of this attribute will typically be the <name of the parent> WO
Point constraint will make the child mimic the translates of the parent
Orient constraint will make the child mimic the Rotation of the parent
Parent constraint will make the child mimic the both Rotate and translates of the parent.
Scale is scale
And aim is the only real tricky one, It orients the child so that one of it's axis (determined when creating the constraint) is always pointing directly at the parent (a good example is an eye controller, so the eyes always look at there the controller is positioned)
trick with constraints is that the selection is backwards, Parent first, then child, while normal parenting is child, then parent.
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is On |
HTML code is Off