Join George Maestri for an in-depth discussion in this video Orient constraints, part of Maya 8.5 Character Rigging.
The next constraint we're going to look at is called an Orient Constraint.…And that actually constrains the orientation of a joint, or actually, the…rotation of a joint.…So let's go ahead and create that same thing that we did before.…Very simple to create.…So let's go ahead and just go into our animation menus, go Skeleton > Joint tool,…and let's create a very simple three-joint chain. Hit Enter.…And let's go ahead and create, into our Side view, and create a NURBS circle.…And again, we're going to use this as our control object.…
Now, this time instead of going to the top most joint, I'm going to go to…this middle joint here.…So I'm going to select this, turn on Snap, and move it.…Okay, so now this is snapped to the top of that joint, so they're coincident.…Now, what I want to do is constrain the orientation of this joint to this.…So let's say this was an elbow joint in a character so that way you could select…this to control the rotation of the character's elbow.…
So, again, with constraints, you want to select the constraining object…
- Understanding the uses of rigging
- Creating skeletons
- Making inverse kinematics and constraints
- Rigging characters
- Binding and editing skin
- Creating a skeleton and skin for a head
- Finalizing a rig
Skill Level Intermediate
Maya: Lighting and Rendering with mental raywith Eric Keller4h 56m Intermediate
2. Creating Skeletons
3. Inverse Kinematics (IK) and Constraints
4. Rigging Characters
5. Skinning Characters
6. Facial Rigging
7. Finalizing the Rig
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