Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 1 13-12-2003 , 02:29 AM
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Two hands hold the same object

I know how to use point and aim constraints to cause a hand to pick up an object, but does anyone have experience with rigging a character swinging an ax where they used both hands on the ax? Any suggestions? I am racking my brain trying to figure out a solution. Thanks in advance.

# 2 13-12-2003 , 02:37 AM
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I would imagine you'd have two points(locators, perhaps) on the axe that the IK handle of the arms constrain to.

# 3 17-06-2013 , 02:34 PM
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Two hands hold same object - HIK (HumanIK)

Contrast, your suggestion works for custom rigs but I can't seem to get it to work for a HumanIK rig. I can get one hand to hold an object and the object follows along as expected.

But I cannot for the life of me figure out how to get the other hand to automatically stay attached to the object or follow it. user added image

I've tried parent, point, orientation, etc., constraints using locators, the IK effector itself (wrist) and a few other things. It seems the HumanIK programming keeps a firm hold on the effectors and won't let anything other than the software drive them.

My HumanIK rig is properly setup and its definition locked. Using Maya 2013.

Does anyone know a way to make this work?

Thanks in advance!

# 4 17-06-2013 , 06:59 PM
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Try grouping the thing that you want to hold then do a point constrain to that group..............dave




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# 5 17-06-2013 , 07:03 PM
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Thanks, do you mean point constrain the wrist's effector to the object to be held?

# 6 17-06-2013 , 07:48 PM
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Yes I think that will work..........dave




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# 7 18-06-2013 , 12:02 AM
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Two hands hold same object - Fail

Thanks for the input, Dave, but that did not do the trick.

Man, this is frustrating. I am trying to avoid keyframing the second hand for the huge scene I am setting up.

I don't know why this isn't a built-in feature of Maya.

Is there a setting in the HIK panel that will allow Maya to let HIK release control of the effector? I've looked but can't find the magic button anywhere.....

# 8 18-06-2013 , 06:20 AM
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How have you got the first hand to hold the object................dave




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# 9 18-06-2013 , 12:30 PM
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Oh yes, no problem there. That part works fine. It's trying to get the other hand to follow the first hand and object that's stumping me. I did group the object before trying it.

I also tried parenting the object to the second hand's hand bone then parenting the object to the first hand but that didn't work either.

It seems I am going to have to resort to keyframing the second hand.

Thanks for your help, seems there is a 10 hour delay between us as I am in Colorado.

# 10 18-06-2013 , 12:59 PM
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I can send you the scene if you want to give it a go. It would be later today before I could, however.

# 11 18-06-2013 , 02:07 PM
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I can send you the scene if you want to give it a go. It would be later today before I could, however.

Im using maya 2009 and cannot open some newer maya files but you could give it a tryuser added image...........dave




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# 12 18-06-2013 , 02:10 PM
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I do appreciate it but know 2013 files are not compatible with 2009.

# 13 18-06-2013 , 04:04 PM
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When I said group you can group another group to add more constrains to a object, have a look at some suspension tutorial just replace your gun for the wheel...........dave




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# 14 18-06-2013 , 04:11 PM
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Thanks Dave, I get the part about adding groups for constraints. I use that method quite often.

The real problem seems to be the HIK software itself. I don't know what it takes to get HIK to release its control over the left wrist effector. It doesn't seem to want to let anything else drive it, such as a constraint.

# 15 18-06-2013 , 05:09 PM
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Try point constrain at the end of the ik handle with maintain offset selected, if that does not work could you post a screen grab.................dave




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