orient constraint throwing things out of whack!
I'm rigging up a character in maya 2011. I have a control for the head and arms. I want to add an orient constraint but when I apply it the head and arms are twirled around. The rotate in the channel box are highlighted in light blue and the rotate Y is 180 and the rotate Z is -90. These where set at zero prior to adding the constaint. Any suggestions of how to correct this?
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to set the transforms to 0 you could grp the object to itself
by selecting the object and hitting control G ,giving you a null group with everything zeroed out to add the constraint to. |
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