It is not such huge problem when you create from start or something like
that. But when you get referenced rig that is locked and you cant; do any
changes but have to work with what you have....
If there was option to make changes on the rig it should be manageable
somehow but rigs are referenced and locked no changes possible so...

I simply can;t understand that something so basic and important can be so
complicated and problematic :)
ᐧ

On Sun, Sep 10, 2017 at 5:54 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES II] <
[email protected]> wrote:

>
>
> Also, if you really want to make this easier then you can add an attribute
> to the cone as a keyable integer.
>
>
>
> Call it “StickTo” for example.
>
>
>
> Then create a MEL expression as follows:
>
>
>
>
>
> string $stick_to = pCone1.StickTo;
>
>
>
> if ( $stick_to == 1 ) {
>
> pCone1_pointConstraint1.pSphere1W0=1;
>
> pCone1_pointConstraint1.pSphere2W1=0;
>
> pCone1_pointConstraint1.pSphere3W2=0;
>
> } else if ( $stick_to == 2 ) {
>
> pCone1_pointConstraint1.pSphere1W0=0;
>
> pCone1_pointConstraint1.pSphere2W1=1;
>
> pCone1_pointConstraint1.pSphere3W2=0;
>
> } else if ( $stick_to == 3 ) {
>
> pCone1_pointConstraint1.pSphere1W0=0;
>
> pCone1_pointConstraint1.pSphere2W1=0;
>
> pCone1_pointConstraint1.pSphere3W2=1;
>
> } else
>
> print ("No constraint assigned!\n");
>
>
>
>
>
>
>
> Keyframe “StickTo” in the cone attributes to 1 for pSphere 1, 2 for
> pSphere2, and so on.
>
>
>
>
>
> By doing this, all you have to do is keyframe the new StickTo attribute in
> the Cone from 1, to 2, to 3 at the appropriate time to use the relevant
> constraint to change who “owns” the cone as it moves from one item to the
> next.
>
>
>
>
>
> This is probably closer to what you are wanting anyway since I suspect you
> will only want the weights to go from 0 directly to 1 at the same frame
> rather transition over time. You can do it without the expression but this
> just manages it down to one attribute and may also reduce the number of
> keyframes you’ll have to create.
>
>
>
>
>
> Joey
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
> *From:* [email protected] [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Ponthieux, Joseph G.
> (LARC-E1A)[LITES II]
> *Sent:* Sunday, September 10, 2017 11:07 AM
> *To:* [email protected]
> *Subject:* RE: maya constrain from SI perspective
>
>
>
> Mirko,
>
>
>
> Create 3 spheres and randomly place them in an empty scene
>
>
>
> Create a cone
>
>
>
> Select the objects in the following order via ctrl->left click select
>
>                 1.pSphere1
>
>                 2.pSphere2
>
>                 3.pSphere3
>
>                 4.pCone1
>
>
>
> Execute ANIMATION->Constrain->Point  (make sure you are using the
>  defaults for this constraint)
>
>
>
> You will find that a pCone1_pointConstraint1 operator has been placed
> under the pCone1 object and the cone should take a position central in
> space to the position all three spheres. If so, it is now position
> constrained to those spheres.
>
>
>
> Select pCone1
>
>
>
> In the Channel Editor you will see the constraint operator in the shape
> list and it will possess 3 weight parameters for the constraint
>
> (W0,W1, and W2 for sphere 1, 2 & 3 respectively)
>
>
>
> At frame 1 keyframe the following:
>
> w0 = 1, w1 = 0, w2 = 0
>
>
>
> At frame 15 keyframe the following:
>
> w0 = 0, w1 = 1, w2 = 0
>
>
>
> At frame 30 keyframe the following:
>
> w0 = 0, w1 = 0, w2 = 1
>
>
>
>
>
> When you play it back the cone will transition via constraint from sphere
> 1 to 2 to 3  over the 30 frame period
>
>
>
> Now animate all the sphere positions in whatever way you choose over that
> 30 frame period. The cone will still follow the spheres according to the
> weights  previously keyframed.
>
>
>
> Does that help?
>
>
>
>
>
>
>
> If you need more control than this make a copy of the cone. Constrain cone
> 1 to sphere 1 & 2. Constrain cone 2 to sphere 2&3. Animate the weights to
> control each. Write an expression to set visibility for each cone when the
> constraint weight is less than 1 or greater than 0 for example so that the
> cones hide automatically. In other words when the first cone arrives at
> sphere 2 cone 1 should hide and the cone 2 should unhide. You can write one
> expression to evaluate all objects and weights simultaneously.
>
>
>
> Joey
>
>
>
>
>
>
>
> *From:* [email protected] [mailto:softimage-bounces@
> listproc.autodesk.com <[email protected]>] *On
> Behalf Of *Mirko Jankovic
> *Sent:* Sunday, September 10, 2017 3:39 AM
> *To:* [email protected]
> *Subject:* maya constrain from SI perspective
>
>
>
> Ok, please,, how the F you live in maya with it's constrains and worse
> more animating them??
>
>
>
> Am I so stuck in SI workflow that I simply can;t go down the rabbit hole
> in maya on this or are they really taht retarded and complicxated for
> simple animation?
>
> Constraing object A on object B,m then translate it to object C and then
> on to object D...
>
>
>
> Something as simple as for exmaple pick up hat from the head, and give it
> to another guy and he puts it in his head.... The F!!! the HORROR!
>
>
>
> Any tips and advice please?
>
> Also I did try like zv parent script which is kinda good but it doesn;t
> really work with referenced objects so. no go..
>
> ᐧ
>
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-- 
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*http://www.cgfolio.com/mirko-jankovic
<http://www.cgfolio.com/mirko-jankovic>*

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