I want to show you
how to create parent constraint
and how to plan the method to use
based on the type of action you have
there's a lot of different ways to
constrain an object to another and
I will show you some of the more common situations
using the Maya constraint
the type of constraint depends on the axis you need to constrain to the lead object
in Maya
if you go in the ANIMATION TAB and then on CONSTRAIN
you find some different type of constraints
the more used are
as I said before the difference between these
constraints are the axis involved
when you open the constrain Option Panel
you will have the first box MANTAIN OFFSET that means that
if you turn it ON the object will be constrained maintaining his starting position
if you turn it OFF
when you will apply the constraint
it will jumps on the target pivot!
In most of the case you will need to turn it ON
so always check the mantain offset
before you apply the constraint
another thing you can check is the
CONSTRAIN AXIS
here you can choose which axis you want to constrain
here we have translation and rotation
'cause it's a parent constraint
by default you have
all the axis turned ON
but you can turn OFF
the ones you don't need
When you apply the constraint
you will see that the axis constrained turned blue
in the channel box
Let's now see the different situations where you will need to constrain some objects
this are the different situation we'll go to analyze
before you start the animation
and create the constraints
you have to plan the shot!
do it in your mind or with some sketches
because it's important to decide how to do the constraint
and you need to anticipate all the actions you will do with the constrained object
In this simple animation
Dakar keep his hands on his hip so we need to
constrain the hands to the hip in order to follow the hip movement some weeks
you could have the possibility to choose if the hands must follow the hip or
other parts of the body without manually create a constraint but in case you have
a basic week without this option let's see how to manage it so the hip will be
delete object that will drive the hands this must be in I camel so switch both
the hands in a k-put them on the hip and remember adapt to apply to go strange
you always have to select the target control first one that will lead the
movement so in this case the hip and down the control or object you want to
go string so in this case select the hip control down shift and select the
control of one of the hand go in the animation tab constrain and choose
parent which is parent cuz we want that the house follow the hip in both
resolution and rotation axis so open the option be sure to have de montagne
offset turn it on and apply it so the translation and rotation turn blue in
the channel box so now this hand is constrained to the hip let's do the same
with the other one at one point he detached the hand sound hip so we need
to turn off the constraints in order to animate the hands independently so we
simply select the hands control one at the time and we sat a key when he do
this in the channel box you can see that because train it axis turned green and
you have a new attribute the parent attribute that you can animate so on the
last keyframe while you still need a constraint set this attribute at one and
add a key in the following frame set it at zero and add another key so from this
point you can animate the hands another simple example is a character that puts
his hand on the shoulder of another character in this case you do the same
you can string the hands on the shoulder control and then you animate the parent
up to boot before you touch him turning the constraint off and turning on when
he touch the shoulder in this way if you own a mediator character the hand
follows the second characters movements or two characters holding the hands
first pose the two hands down choose the lead hand and constrain the other to
this one another situation an object grab with an ant like this ball he takes
it with an arm in this case you can use I carry or FK for the hands it doesn't
matter and that he throws it so the ball will be driven by the character but at
one point it will move independently this simple example you could just
constraint the bull geometry it's not necessary to have a locator or a rig for
the ball because animation is pretty easy but if you have to do more complex
actions with the ball I suggested to use a locator or a rigid ball so that you
could also have a squash to stretch so in this example I just constrained the
geometry to the hand as I show in the previous example postable in the
starting post then put the ham at the point where he grabbed it select the
hand control shift and select the bull geometry and choose parent constraint at
the key and set at one the parent attribute in the previous frame set it
at zero so the ball stays in the starting position and when you need to
detach the ball from the hand animate it again the parent attributes so that you
can turn off the constraint and animate the ball or to have more control and
have the possibility to add secondary movements on the ball you can open the
trainer selectable geometry and press G so you go to create a group and you go
to constraint this group to the hand so that you can still animatable geometry
in case you will need to add further movements another example let's change
the type of prop let's say he grew up a battle if you create a group for the
battle geometry and you go to constrain the group to the hand you can still
select the battle geometry to add some overlap I just moved pivot on the top so
that the balls start to rotate from this point to edit the pivot position you
just select the mash and pressing D you move it where you want sewn on the
bottle is driven by the hand because the butter group is constrained but we can
animate the geometry to add this overlap third situation constrain a character or
parts of it to an object there's some situation where you will need to
constrain the karcher for example a character on a string of course this is
not a common things you will have to animate but it just to give you an
example of situation where your character is driven by something you
post the character on the seat the hands are in AI K the legs must be in FK you
constrain the cab of the character to the seat so that when you move the
string the body follows the movements except for the hamster are in my case so
to constrain the house to the strings ropes we need to create two locators so
we go to create locator and we turn on the locators visibility from the show
panel and we move it on the first rope where you have to have
and ctrl D to duplicate this locator and move the second one on the other side
down select one rope shift the first locator and parent constraint do the
same for the other locator or you can avoid to create a constraint but you can
just parent delegator x' to the rope let's quickly see the difference between
parent constraint and parent the parent constraint is what we have seen so far a
relationship between two or more objects that you can't control and it can be
turned off and on depending on your needs and can be applied on some axes
that you can choose between translation rotation and scale parent is a permanent
relationship between a parent and the child that doesn't change the child is
subordinate to the parent no matter what but you can still animate it
independently but anytime you translate scale or rotate the parent the child
will follows so now the two locators follows the swing and now we select one
locator and the hand control and recreate the parent constraint and we do
the same for the other locator so now the character is attached to the rope
with hands and the body follows the string movements or another situation a
character is trying to lift an EB object with a success would be easier for you
to constraint the hands on the object so you create two locators dammit selecting
the two locators we create a group pressing G and we constrain this group
to the object so we select the object and then the locators group and we go to
constraint parent button on the locators group is constrained to the object now
we want to position the locators where we have the hands to quickly do that we
create a temporary constraint we go on the frame where the hands touch the
object we select the hand control then one of the locator and we uncheck the
maintain offset so the locator jumps on the wrist pivots let's delay the
constraint and then we caused three in the head control to the locator so
select the locator and on the wrist control and create another parent
constraint from this point you can forget the hand control and use the
locator to animate the hand do the same for the other locator to put it on the
wrist pivot and then constrain the hand to the locator in this way when you
animate the object that leads the movement the hands follow but you can
also add some further movements for the hands by using the locators that are
free to move because we just constrain the group of the locators
let's see another situation a character holding an object with both the hands
this is also something very common and I'm going to show you two different
option for this the first and faster way is to post both the hands on the object
constrain the object one of the hand the one you choose as the lead in hand the
one that controls the movement and constrain the other hand to the object
but if you want something more complex for example if you want to change the
position of the hands by grabbing the object you have to do what we have done
in the example of the easy objects creating two locators powering the
object to one of this locator so let's press P and parent the second locator to
the object selecting the Parent locator we move the object in position we
constrain the parent locator to the lead hand control the lead hand can be in FK
or I K at the other hand that will be constrained to the object must be in I
key so we select delete control then the parent locator and we create a parent
constraint maintaining the offset then we select the other hand control during
the second locator and we create a parent constraint this time disliked in
the maintain offset so the locator moves on the wrist pivot that's the ladies
constraint and we select again the locator down the left hand control and
we do parent constrain again so now you can use the right term to lead the
movement the object and the left arm follow but using the left locator you
can add further movements for the left hand and change position during the
animation the character passing an object from an end to another in this
case when you plan to grab the same object with both the hands in different
time it means that the object must speak of straining to one hand first and done
on the other hand in a second time to do that first let's set up the two locators
on the object so we create two locators that we rename left and right hand then
we need to point the two locators and the object at this point we should plan
which hand holds the object first so based on that we create this parent
hierarchy first we select the locator of the second hand that will hold the
object in the second time down we select the locator on the first hand and we
press P so now in the outliner you can see that the left hand locator is child
of the locator or the right hand now let's select the object and the left
hand locator and we press P and the object is tired of the left-hand
locator so if we move the right-hand locator we move everything but if we
select the left-hand locator we move just object and the locator of the right
hand stays in position so now selecting the Parent locator this case the
right-hand locator we position it in the right hand and then we go straining it
to the right hand control so we select the hand control shift the locator and
we create a parent constraint maintaining the offset now we can move
the hands and the object follows when we want to switch the hand we just have to
move on the frame where the object is grabbed by the left hand then we select
the left hand control shift the left hand locator I would create the palm
constraint again we go to add the key and we set that one the constraint on
this frame but we set it at zero in the previous frame sometimes an happens that
for different reasons that you don't see the parent attribute in the channel box
if this happens you can just select the constraint node from the earth liner and
set it at 1 or 0 the weight value so that you can manage the influence of the
constraint on the locator so now the object is constrained to both the hands
in different times a similar situation is when the
character passed an object like a hat from an ant to another and then it put
it on the Hat in this case the process is the same but
we need to add a third locator that is the one that will be constrained to the
Hat so we start setting the locators on the Hat we create three locators that we
will name as the body parts they will be constrained to and we go to pairing the
locators so first we select the right-hand locator down the left-hand
locator and we press P then the Hat locator and the right-hand locator and
we press P and last we select the head geometry down the head locator and we
press P so now selecting the Parent locator we position the hat in the left
hand that is the first one that holds the Hat and we constrain it to the hand
control then we do as in the previous example we animate the constraints are
to boot on and off when we switch to the hands we constrain the right hand to the
other locator and the same when the Hat is on the Hat so that in the final part
they had it just constrained to the head and follows the head movements these are
just some example of how to manage constraints on Maya there are a lot of
different way to do them it's really depends on what you need in your scene
and it also changed depending on the type of rig you have there are also
scripts and tools to automatically create constraints especially in
production but if you are beginners this should be enough to start to manage
props in your animation in general when you want to delete a constraint you can
select the constraint control or group or mash and in the channel box select
all the attributes constraint right-click break connections or you can
select the object press F in the outliner and the latex trained parent
node or if you want to delete the constraint but you want to keep the
animation you can make the cure selecting the object and in the graph
editor click in cubes big channel so it will convert the entire animation in
keyframes and now you can delete the constraint as a show before without
losing the animation in the last lesson I explained the principle of secondary
actions and props are a good way to add these actions so now you know how to
manage the constraint and you can create animations with secondary actions follow
the exercise you can find in the blog and put in practice this principle
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