Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 1 09-11-2004 , 06:27 PM
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Join Date: Apr 2003
Location: São Paulo, Brazil
Posts: 66

Rigid Binding with IK Handles

Hello everybody.

I encountered this problem when building a skeleton with controllers for a character I made.
The problem is that after Rigid Binding the skeleton to the skin, I noticed the Go To Bind Pose command wasn't working. The Script Editor said this:
Warning: Could not reach pose on (joint3) rotate. //
// To disable IK, constraints, and expressions, you can use the Modify->DisableNodes menu.
Other connections can be broken using the script editor.
// Or, to reset the saved pose on a joint, select the joint and enter 'dagPose -reset -name bindPose1'.
I also read the Docs:
"The use of constraints, expressions, or IK handles with keys set can restrict going to the bind pose."

So I concluded that the problem is I used IK Handle and Constraints (some of them with Driven Keys) to make my controllers to the Skeleton.

Although I discovered what the problem was, I wasn't able to fix it. I didn't find the Modify>DisableNodes menu, and couldn't quite figure out nothing more to help. Oh, I also tried the Command 'dagPose -reset -name bindPose1' that was written on the Script Editor, but I didn't quite got it (should I apply this command to the Joints, or the whole Skeleton? None of them worked)

I would appreciate any help.

Thanks.


:bgreen:

Last edited by said; 09-11-2004 at 06:30 PM.
# 2 09-11-2004 , 07:01 PM
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Join Date: Apr 2003
Location: São Paulo, Brazil
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Actually I also found this text on the Docs, that looks like an answer to my question:

"If you are using constraints, expressions, or IK handles and you want to go back to the bind pose, you will need to disable the nodes that carry out these features."

But I didn't quite understand how to "disable the nodes that carry out (those) features". Is there somebody who would know how to do that?

Thanks again.


:bgreen:
# 3 09-11-2004 , 10:28 PM
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Join Date: Aug 2004
Posts: 24
You are looking for the Modify->Evaluate Nodes menu. Ignore All should allow you to get to bindpose again. Just remember to Evaluate All after you've made your changes or else your rig wont work. I've killed animations in the paste by forgetting to turn it all back on again after I made a rig change. Animators get annoyed when the animation they have been working on for a week suddenly stops working.

Richard


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Richard Cheek
https://www.freelance-animation.com
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# 4 11-11-2004 , 03:06 AM
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Location: São Paulo, Brazil
Posts: 66
Thanks a lot for heping me out Richard.

I used the Evaluate Node menu as you told me to, and everything just worked fine.


Said


:bgreen:
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