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 06-09-2010 , 04:49 PM
Registered User
Join Date: Aug 2008
Posts: 31

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?

# 2 07-09-2010 , 04:36 AM
jsprogg's Avatar
Lifetime Member
Join Date: Feb 2004
Location: Chicago
Posts: 1,712
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.




2 x Modeling Challenge Winner

Last edited by jsprogg; 07-09-2010 at 04:39 AM.
Posting Rules Forum Rules
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

Similar Threads