Join George Maestri for an in-depth discussion in this video Pole vector constraints, part of Maya 8.5 Character Rigging.
The last type of constraint that we want to look at is called the Pole Vector…Constraint, and that works with IK, the Inverse Kinematics.…And it allows us to constrain the direction of the IK Chain so that it always…points towards an object.…So it's kind of like an Aim constraint, but it's for a joint chain.…So it's like, for example, if you had your knees on your character, you could aim…the knees so that they point at a very specific direction.…Let's show you how to do that. We're going to go ahead and open scene 03_04.…
And this is basically the scene we used before, except added in this object constraint.…So this is essentially a IK chain, very simple. Okay, so how do we do this?…We, just like any other constraint, we select the constraining object first, and…the constrained object second. Okay, so we're constraining to this circle.…We hold down the Shift, and we select our IK Handle.…Okay, because the IK Handle has the Pole Vector as part of it.…
And then we go Constrain > Pole Vector, and let's look at some of the options.…
- 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
Lighting and Rendering with mental ray in Mayawith 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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