https://www.youtube.com/watch?v=EuTgvV0fFCY
On 03/02/2015 01:54, Mario Reitbauer wrote:
Oh okey...
Didn't know that this also applies for Constraints, only did this with
skinning to have controllers stick to a surface and then deform it.
Thank you :)
2015-02-03 0:47 GMT+01:00 Ben Barker <[email protected]
<mailto:[email protected]>>:
The constraint reads the parent matrix and pivots from the driven
object because it compensates for those things. For example, if
you move the parent of a constrained object, the constrained
object won't move. This is because the constraint is actively
cancelling out that parent's movement. All that
compensation/movement/etc is decomposed into an SRT and pumped
into the driven object.
This doesn't cause a cycle because cycle detection in Maya is more
atomic than just node to node. The node itself decides which
attributes are dependant on other attributes internally. So you
can have what look like cycles in the hypergraph, but if you think
about it the data itself isn't actually cyclical.
On Mon, Feb 2, 2015 at 4:17 PM, Mario Reitbauer
<[email protected] <mailto:[email protected]>> wrote:
Hey guys
Could someone explain me this ;)
I just can't wrap my head around why, what, when is
executed/calculated.
And what is driving what.
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