From the course: Rigging a Quadruped in Maya
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Controlling the dog tag with dynamics - Maya Tutorial
From the course: Rigging a Quadruped in Maya
Controlling the dog tag with dynamics
- [Instructor] Secondary elements of certain rigs can sometimes benefit from dynamic joint systems that will automate animation. For example, on this character, the dog tag could have an automated behavior that would save the animator the effort of having to keyframe it as the character moves around. This would allow the animator to focus on the primary character performance and allow the dog tag to move using a dynamic simulation generated by Maya. So we're going to add a dynamic behavior to the dog tag by taking the joints that we've got here and creating an IK spline system and then making that system behave using the nHair dynamics. I have just a two-joint system here at the dog tag, one at the base of the tag and one for the tip. And I'm going to begin by creating an IK spline going from the base to the tip. So from the Animation module, I'll choose Skeleton, IK Spline Handle Tool options. I'll just reset the settings. Turn Auto parent curve off because generally I'll manage the…
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