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] >>> >> >> > >

