Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 1 01-11-2007 , 01:17 AM
Subscriber
Join Date: Jun 2004
Location: San Jose, CA
Posts: 490

Rigging HELP!: Orient Constrain

I'm having a really frustrating time with the rigging.

I made a neckControl for my character. Right now there's an IKhandle from the neck to the basehead.

I selected my neckControl, shift selected the top IK(where the headbase is).
Applied Constrain>Point.

Now I went and selected the neck control, and selected the headbase. Applied Constrain>Orient(maintain offset off). My neck bends 90 degrees. What's going on here?


What I did to "TRY" and fix that:
1. In Constrain>Orient, I turned on maintain offset, but that didn't work right. The joint didn't bend 90 degrees, but when you move the skeleton around, it was wobbly.

2. I checked the local rotation axis. Noticed from the neck to the head, the local rotation axis were in different direction from the rest of the skeleton. What I did was I rotated those axis into the right position(not sure if I did it right since it moved the whole neck and head.) After I did that, I went back to constrain>Orient. Neck joint still bends. I noticed, as soon as I applied the Orient, the local rotation axis flipped also.

Any help asap?

I'm attaching a screen cap and the file so play around with it and help me out. user added image

PS: in the file, I'm missing one neck joint. I unparented, added another joint, and parented to fix that.



Update: With all the orientations the same, its still bending.

# 2 01-11-2007 , 01:20 AM
Subscriber
Join Date: Jun 2004
Location: San Jose, CA
Posts: 490
image

Attached Thumbnails
# 3 01-11-2007 , 01:34 AM
Subscriber
Join Date: Jun 2004
Location: San Jose, CA
Posts: 490
# 4 01-11-2007 , 01:41 PM
Falott's Avatar
Registered User
Join Date: Jan 2005
Location: vienna
Posts: 1,095
you can´t orientConstrain an IK_node. well you actually can, but with unpredicted results. an IK_node is just for moving purpose. the IKnode is the endNode and kind of a control node of 3 joints. by moving the IK handle you have a backTrace going on from the last to the first joint, where the movement is computed in a reverse mode. probably wrong explanation, but this is how I understand the stuff. therefore it doesn´t make sense to apply IK to just 1 joint as you did.

if you want to orient the neckJoint the simpliest solution would be to just orientConstrain your neckJoint to a CTRL-object. no IK setup is needed. whenever you pick the CTRL then it roteates the neckjoint.

and forget about orienting IK handles. this is simply not possible and also not intended to be.

hope that helped.


everything starts and ends in the right place at the right time.
# 5 02-11-2007 , 03:55 PM
Subscriber
Join Date: Jun 2004
Location: San Jose, CA
Posts: 490
ah thanks for the response. i was just watching this tutorial on digital tutors and it told me to do it so I just did it. I'm going to mess around with it some more.

appreciate the response.

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