Maya Training

Introduction to Hard Surface Modeling

Maya Training

Interiors and Furniture Vol 1 & 2 - Modeling & Cloth

Maya Training

Shading, Lighting and Rendering the Bedroom in MR

Maya Training

Robot volume one - Modeling with animation in mind

Maya Training

Spach-Alspaugh House the complete courseware

Maya Training

Burt The Cartoon Dinosaur Vol 01 - Modeling

New Maya Training

Robot Volume 02 - Hybrid Rigging
You are here > Home > SimplyMaya Community Forums
Loading

Welcome to Simply Maya

Please Sign in or Sign up for an account

Member Login

Lost your password?

Not a member yet? Sign Up!

Old 02-11-2010, 02:27 PM   #1
ben hobden
Subscriber
 
ben hobden's Avatar
 
Join Date: Jul 2008
Location: Chelmsford, Essex, UK
Posts: 1,162
Thanks: 13
Thanked 89 Times in 85 Posts
Default What is the difference between....?

...parenting, and using a 'parent constraint'.

This came to me reading a thread in the wip section the other day... When I go to animate the first part of my planned helicopter animation, im going to have the helicopter on the landing platform, which will rise up, and the camera will follow on along side it, as illustrated in the quick sketch below. I may just hand key everything, but if I set up a connection between the camera and the platform/helicopter so that it followed its movement upwards, what would be the difference between straight parenting, and using a parent constraint??
Attached Thumbnails
 
ben hobden is offline   Reply With Quote
Old 02-11-2010, 04:41 PM   #2
ctbram
Moderator
 
ctbram's Avatar
 
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,994
Thanks: 42
Thanked 582 Times in 532 Posts
Default

This is quoted from something I made a note of when I was wondering the same thing. I forget where I got it but it's in my file of Maya questions and answers that I have been accumulating over the years....

Creating a Parent setup (what i usually call hParent) places the child object under the heirarchy of the parent. The child object is free to move independently of the parent.

If you set up a Constrain Parent (cParent) will establish a link between the channels of the parent to the child. You cannot keyframe it independently of the parent.

So if you want to move around the child after you parent it… i’d suggest just to parent them (press p)
__________________
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
ctbram is offline   Reply With Quote
Old 02-11-2010, 05:21 PM   #3
stwert
EduSciVis-er
 
Join Date: Dec 2005
Location: Toronto
Posts: 3,371
Thanks: 74
Thanked 709 Times in 642 Posts
Default

I think you might be right there ctbram, but I look at it a different way.
If you parent something, they are inseparably linked in the hierarchy. If you ever want to turn off that relationship, you can't. Now, a parent constraint you can key on and off as necessary. There's no inherent connection between them in the hierarchy, so you can create groups and other controls independently.
I'd use a parent constraint if you ever want to "unlink" the connection.
stwert is offline   Reply With Quote
Old 02-11-2010, 09:31 PM   #4
ctbram
Moderator
 
ctbram's Avatar
 
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,994
Thanks: 42
Thanked 582 Times in 532 Posts
Default

Yes agree with you stewart. My description does not address dynamic parenting which is something that you get only with parent constraint.
__________________
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
ctbram is offline   Reply With Quote
Old 03-11-2010, 12:47 AM   #5
ben hobden
Subscriber
 
ben hobden's Avatar
 
Join Date: Jul 2008
Location: Chelmsford, Essex, UK
Posts: 1,162
Thanks: 13
Thanked 89 Times in 85 Posts
Default

ah, ok. I see what you mean about the blending Stwert, I just set this up quick in Maya with a cube and a sphere, and there were two nodes in the attribute editor to do with the constraint. One of which had the 'blending weight', which I guess is what you mean. But when I set up the same thing with a camera, the node with the weighting attribute wasn't there. (?) Perhaps the aim constraint would be more suitable for my purpose, as I want the elevation of the camera to taper off slightly towards the end, so the lift and helicopter travel just a little higher than the camera.

I think I need to play with some of these methods on some simple block geometry, really too tired right now.

Thanks both for your input, gives me a good basis to start tackling this and learn some new things.
ben hobden is offline   Reply With Quote

A little bit about who we are
Links you might find useful
Catch up with SimplyMaya
SimplyMaya specialises in Maya tutorials. We offer over 1,000 individual Maya training videos, ranging from basic Maya tutorials through to intermediate Maya tutorials. Our tutorials are created by instructors with industry experience and are designed to get you up and running in Maya quickly without making it seem like hard work.

Copyright © 1999-2015 SimplyMaya - vBulletin® Copyright © 2000-2015, Jelsoft Enterprises Ltd.