Ty for tthe smile in the morning ;)

2015-02-03 9:04 GMT+01:00 Gerbrand Nel <[email protected]>:

>  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]>:
>
>> 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]> 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.
>>>
>>>  [image: Inline-Bild 1]
>>>
>>
>>
>
>

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