Join George Maestri for an in-depth discussion in this video Pole vector constraints, part of Character Rigging in Maya.
The final constraint we're going to look at is called the Pole Vector…constraint, and it allows you to point IK chains at an object.…It's kind of similar to an Aim constraint, but for IK chains.…Now I have a very simple setup here. In fact, this is very similar to the one…that we used for the Point constraint, and I actually have two objects here.…I have two circles that are actually constraining the top and bottom of this IK chain.…
Now if I want, I can further constrain this chain to point at this object, so…let's say, for example, this was the leg of a character and this was the knee.…And I want to control the direction of the character's knee.…I can do that using the Pole Vector constraint.…Let's set this up the way that we setup any other constraint, we'll select the…constraining objects first, and then we Shift+Select the constrained object…last, so the IK handle is selected last.…We go into Constrain > Pole Vector, and let's go and take a look at the options here.…
We only have one option and that's the weight of that, do we want to turn this on or off?…
- Understanding the basics of rigging
- Creating skeletons
- Modifying joint attributes
- Working with inverse kinematics and constraints
- Rigging characters
- Using Maya's new HumanIK skeletons/rigs
- Setting up an FK/IK switch
- Creating custom facial rigs
- Binding skin using Smooth Bind
- Painting and editing skin weights
- Using expressions to rig a character's mouth controls
- Controlling eye direction
- Finalizing a rig
Skill Level Intermediate
1. Getting Started
2. Skeleton Tools
3. Inverse Kinematics
5. Creating Basic Rigs
6. Advanced Rigging Controls
7. Facial Rigging
8. Skinning Tools
9. Advanced Facial Rigging
10. Finalizing the Rig
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