Hmm maybe let me describe my problem a bit more...
I have a character that I'm planning to make run/jump forward etc. I
would like to make an animation camera that follows his movement as he
moves forward in space but without manually keying it (for now). So what
I usually do elsewhere is just constrain the camera to his COG and then
disable the constraint for axes that I don't need (otherwise vertical
and horizontal movement combined in a camera is really vomit-inducing :P)
Right now my solution is:
null constrained to hip control (where this control's translates do not
change as the animation progress)
direct expression camera root axis = null axis
But this doesn't let me keep the initial offset that the camera had
(turning on ChildComp doesn't help unfortunately)...for now this is a
simple workaround but I'm worried about in future what if I have to
tackle a similar issue but with this exact same problem? Which is why I
was wondering if anyone uses a simpler solution or if I have missed
something about XSI constraints that allow for this...
Yours sincerely,
Siew Yi Liang
On 2/28/2014 9:01 AM, patrick nethercoat wrote:
ah yes, i see.
how about setting the neutral pose on the constraining object (use
current pose) before drag/dropping? May be a workaround for your
situation if you can cope with the offset in your fcurves.
On 28 February 2014 16:29, Siew Yi Liang <[email protected]
<mailto:[email protected]>> wrote:
Hi patrick:
Yes, I could make an expression that way, but I want a kind of
automatic way to keep the constrained object at its original
position (sort of having constraint compensation on) while making
the expression...other than manually typing the offset values
myself I was wondering if there was a better way to do this? (As
sometimes the offset values won't always be readily available if
there is a neutral pose, other things interfering etc...)
Yours sincerely,
Siew Yi Liang
On 2/28/2014 8:08 AM, patrick nethercoat wrote:
you can drag+drop fcurve widgets to create a constraint. that way
you choose which axes are affected.
or am i missing?
On 28 February 2014 16:00, Siew Yi Liang <[email protected]
<mailto:[email protected]>> wrote:
http://i.imgur.com/1rTjJXd.png
I can only do offsets so far using the standard UI...I've
been looking through the docs as well for something that can
help me out but I haven't seen anything yet that relates to
this :X
Yours sincerely,
Siew Yi Liang
On 2/28/2014 7:51 AM, Sebastien Sterling wrote:
isn't it an option in the pose constrain PPG ?
On 28 February 2014 16:43, Siew Yi Liang <[email protected]
<mailto:[email protected]>> wrote:
Hello!
Had a quick question among all this current hullabuloo,
hopefully it's not too silly...I was actually looking
for a way to limit constrain to one/two axes in XSI on
pos/rot/scale constraints, is there a way to do this in
the constraint parameters itself? I can't find any such
option...
Right now what I'm doing is making a null, using an
expression to link whatever axes I want to the first
constraining object, and then constraining my 2nd object
to that null to get around the problem (because I need
the 2nd object to remain in place. I feel like what I'm
doing is a little silly though, does anyone use a better
way or have I missed something really obvious in the
constraint PPG?
Been doing some searching around and I couldn't find
anything on this...
Any help would be appreciated! :D
Yours sincerely,
Siew Yi Liang