Setting up Constraints in Maya

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  • Опубліковано 4 жов 2024

КОМЕНТАРІ • 50

  • @forzamaya4087
    @forzamaya4087 Рік тому

    The best parents constrain tutorial I've ever seen on UA-cam,

  • @XxBloodyWenchxX
    @XxBloodyWenchxX 4 роки тому +5

    ohhh i love you. that tutorial is just so considerate and informative. it's just amazing to learn about really REALLY precious shortcuts (ctrl+i) on the side, while having someone explain to you slowly and clearly about the complex interconnection possibilities of maya.
    beautiful.
    i wish i could send you flowers :D

  • @Frankyding90
    @Frankyding90 6 років тому +14

    I'm going to start animating 3D in Maya again after over a 3 year long break! This was a nice little tutorial for getting back into some basic concepts in the software. I personally found this tutorial very helpful. You have a nice teaching voice (Trust me, that's important in these dusty subjects xD) and very calm and thorough way of explaining the process and what the locators, etc. are useful for.
    Thank you very much! And good luck with all your projects :)

  • @Frame16Gaming
    @Frame16Gaming 9 місяців тому

    Thank you for the example of the cup to. hand. Exactly what I was trying to think out in my head.

  • @jobsonchelsea6434
    @jobsonchelsea6434 2 роки тому +2

    Thank you so much for the constraints tuts! it saved me a lot!

  • @raghavrao905
    @raghavrao905 5 років тому +3

    That's a really sweet character!!

  • @eshan309
    @eshan309 6 років тому

    omg, i always directly used parent constraint on the obj. (hand ctrl as parent and obj as child).
    This is extremely helpful! Thank you so much!

  • @CharkieG
    @CharkieG 6 місяців тому

    You fixed my issue, thank you!

  • @Hbhnudeh743
    @Hbhnudeh743 5 місяців тому

    Thank you very much for the tutorial!

  • @natecullamar
    @natecullamar 4 роки тому +1

    Thank you for this tutorial - its clear and easy!

  • @vivvygipe9605
    @vivvygipe9605 6 років тому

    Thank you for this tutorial! It was both useful and easily understandable, so kudos to you!

  • @Tyler-zb6ec
    @Tyler-zb6ec 3 роки тому

    Great tut!! Helped me a ton

  • @cerbus6597
    @cerbus6597 3 роки тому +3

    I use IK FK Switch and what i do is create a locator THEN group it solo, so that i can move the Group File so that the Locator stays 0
    then i parent the object in the locator instead then parent constraint the Group Locator to the hand joint. there i can change IK to FK and it still works

  • @zelbahrawy2004
    @zelbahrawy2004 2 роки тому

    That was very useful, thanks very much.

  • @havydirtysoul
    @havydirtysoul 8 місяців тому

    really helpful, thanks!

  • @phixix
    @phixix 5 років тому +17

    Parent constrain from the locator to the wrist joint doesn't work for me. No Rhyme or reason why.

    • @iiAnferny
      @iiAnferny 4 роки тому +1

      @Raveepast Tuntisitthikorn I think there's a difference when parenting to joints when theyre in IK / FK. Just switched one of the arms back to FK and it seemed to work. But idk if this is always the case

    • @paolaabril9250
      @paolaabril9250 4 роки тому

      me neither... it is marked as an error, it doesn't allow me to do it that way but the other way around :( ... what that happens?.. but it allows me to do it to another thing hahah... not to the character :( but another object

    • @astralstormgamestudios1259
      @astralstormgamestudios1259 Рік тому

      The error might come if destination or the mesh is locked, so unlock it.

  • @kinnetikira
    @kinnetikira 5 років тому

    Love your character and your animation :D

  • @bruhtuuhtuhtaaa
    @bruhtuuhtuhtaaa 4 роки тому

    YOU ARE AMAZING! Thank you very much!!

  • @WickedSlum
    @WickedSlum 6 років тому

    Really nice video dude. Don't stop uploading

  • @harryjagwar6819
    @harryjagwar6819 6 років тому +16

    can you constrain maya to the bin

  • @masoudrashidinezhad9429
    @masoudrashidinezhad9429 29 днів тому

    Thank you. please Learn about connetion of Control and Joint by Offset Parent Matrix. Thanks again

  • @kotariram2850
    @kotariram2850 6 років тому

    good work buddy..pls upload more animation tutorials to become easy to the animator's..thank u very much.

  • @xavierchen9135
    @xavierchen9135 5 років тому

    easy and clear! thanks

  • @MekaRaven2552
    @MekaRaven2552 2 дні тому

    Hey Mark Ive been a big fan of your videos for a while, and I am working on a project that requires a Dinosaur rig picking up and throwing around another dinosaur rig (both referenced rigs) and I've tried your method of parent constraining, but it seems to be having trouble working. Would I follow the same process in this video? Or would the process be different?

  • @Saeklovesdrawing
    @Saeklovesdrawing Рік тому

    Thank you.

  • @rexter4878
    @rexter4878 2 роки тому

    omg!!! i need this rig.

  • @wondertv1356
    @wondertv1356 5 років тому

    it's really helpful~!

  • @venomsnake_kh
    @venomsnake_kh 10 місяців тому

    And if I have an axe and I want to throw it, I just desactivate the blend parent and animate it??

  • @majupiju2347
    @majupiju2347 Рік тому +1

    I newly subbed to your channel and stumbled over this nice video :)
    I know its old but if you down mind I would like to add some useful information to it ;D at least from my view.
    Isn't it better to make the Hand the leader and not the sword? Since you want the sword to follow the IK and the FK hands.
    So make the main hand lead the sword and the sword lead the offhand.
    Little pro tip: use the "match Transformation" function to directly get the selected object to the desired object's pivot. You can align translation and rotation.
    Also very useful is this script (Python) to parents a locator to a selected object and match its translation and rotation and rename it accordingly:
    #create locator at control as child
    import maya.cmds as cmds
    curSel=cmds.ls(selection=True)
    print curSel
    if curSel:
    for i in range(len(curSel)):
    endLoc = cmds.spaceLocator(name=curSel[i] + "_loc")
    cmds.matchTransform(endLoc, curSel[i], pos=True, rot=True)
    cmds.parent(endLoc, curSel[i], relative=False)

    • @Amirikl1
      @Amirikl1 Рік тому

      Thank you for the script! I came here to say: "In Parent Constraint Options just uncheck 'Maintain Offset" and hit 'Apply'. so the child would be aligned perfectly with a pivot of the parent", so I came across your pro tip with a cool present inside. Cheers!

  • @madsahren2208
    @madsahren2208 3 роки тому +1

    wouldnt it be easier to match transformations the locator to the position of the hilt instead of eyeballing it? and then adjust from there?

  • @vazak11
    @vazak11 6 років тому

    Cool!

  • @krunoslavpecatnik2357
    @krunoslavpecatnik2357 6 років тому

    thank you :D

  • @gRepsold
    @gRepsold 6 років тому

    Where can I get/buy that rig? Looks really good.

  • @lawrence9713
    @lawrence9713 Рік тому

    shouldnt the sword follow the hand?

  • @bikotheanimator6169
    @bikotheanimator6169 3 роки тому

    The problem with most of these tutorials is they don't show how to parent constraint using an actually rigged sword or staff asset. They are only doing it straight to the model. I hate rigging.

    • @joshbeltran865
      @joshbeltran865 2 роки тому

      Yeah I'm having this problem right now too. I ended up constraining the locator to the controller for the rigged prop. I'm not sure if this is a good idea though...

  • @matthenlein3673
    @matthenlein3673 3 роки тому

    Does this not work with referenced characters/objects? I cannot for the life of my get this to work :(
    Just says Error: line 0 : could not add constraint of connections. Please help!

    • @bikotheanimator6169
      @bikotheanimator6169 3 роки тому

      Precisely. I am trying to attach a staff to Aang's hand, but I can't remember how I did it for the August AnimChallenge in 2020. This is the main problem with most of the tutorials on youtube. They are directly using parent constraints on surface models rather than using a rigged object such as a sword or staff. It really does not help.

    • @bikotheanimator6169
      @bikotheanimator6169 3 роки тому

      I figured out the solution. I did the part he said about using a normal parent first with the locator and the object, but I think I used one of the main nurbs curve controls. Next, I selected the locator and shift selected the hand control, and I press parent constraint. What I am going to do next is put the hand control on a separate layer and lock it, and hide it, because it has blue channels. Now I should be able to animate the locator and the staff main nurbs control without getting green channels.

    • @matthenlein3673
      @matthenlein3673 3 роки тому

      @@bikotheanimator6169 Thanks I'll give it a try! :)

  • @kevinmwambi1621
    @kevinmwambi1621 5 років тому

    where can i get that character

  • @felipebuenno94
    @felipebuenno94 6 років тому

    Somebody know if Unity Engine recognize this method? Creating my keyframes in sword only, the hand no have problem later?

    • @dimensionalartist3562
      @dimensionalartist3562 5 років тому

      I don't think unity understands constraints... you might need to bake animation into joints.

    • @madsahren2208
      @madsahren2208 3 роки тому

      before you leave maya just make sure to bake the animation onto the hands!

  • @ZzigZaG00NIN
    @ZzigZaG00NIN 5 місяців тому

    :o

  • @longsocksnick4525
    @longsocksnick4525 5 років тому

    Very good video !:) quite helpful