The best parents constrain tutorial I've ever seen on KZbin,
@XxBloodyWenchxX4 жыл бұрын
ohhh i love you. that tutorial is just so considerate and informative. it's just amazing to learn about really REALLY precious shortcuts (ctrl+i) on the side, while having someone explain to you slowly and clearly about the complex interconnection possibilities of maya. beautiful. i wish i could send you flowers :D
@Frankyding906 жыл бұрын
I'm going to start animating 3D in Maya again after over a 3 year long break! This was a nice little tutorial for getting back into some basic concepts in the software. I personally found this tutorial very helpful. You have a nice teaching voice (Trust me, that's important in these dusty subjects xD) and very calm and thorough way of explaining the process and what the locators, etc. are useful for. Thank you very much! And good luck with all your projects :)
@Frame16Gaming Жыл бұрын
Thank you for the example of the cup to. hand. Exactly what I was trying to think out in my head.
@jobsonchelsea64343 жыл бұрын
Thank you so much for the constraints tuts! it saved me a lot!
@raghavrao9055 жыл бұрын
That's a really sweet character!!
@lucas57ization18 күн бұрын
A ruge thank you for this video, helped me a lot
@phixix6 жыл бұрын
Parent constrain from the locator to the wrist joint doesn't work for me. No Rhyme or reason why.
@iiAnferny5 жыл бұрын
@Raveepast Tuntisitthikorn I think there's a difference when parenting to joints when theyre in IK / FK. Just switched one of the arms back to FK and it seemed to work. But idk if this is always the case
@paolaabril92504 жыл бұрын
me neither... it is marked as an error, it doesn't allow me to do it that way but the other way around :( ... what that happens?.. but it allows me to do it to another thing hahah... not to the character :( but another object
@astralstormgamestudios1259 Жыл бұрын
The error might come if destination or the mesh is locked, so unlock it.
@cerbus65973 жыл бұрын
I use IK FK Switch and what i do is create a locator THEN group it solo, so that i can move the Group File so that the Locator stays 0 then i parent the object in the locator instead then parent constraint the Group Locator to the hand joint. there i can change IK to FK and it still works
@eshan3097 жыл бұрын
omg, i always directly used parent constraint on the obj. (hand ctrl as parent and obj as child). This is extremely helpful! Thank you so much!
@CharkieG9 ай бұрын
You fixed my issue, thank you!
@harryjagwar68196 жыл бұрын
can you constrain maya to the bin
@Hbhnudeh7438 ай бұрын
Thank you very much for the tutorial!
@natecullamar4 жыл бұрын
Thank you for this tutorial - its clear and easy!
@vivvygipe96057 жыл бұрын
Thank you for this tutorial! It was both useful and easily understandable, so kudos to you!
@MekaRaven25522 ай бұрын
Hey Mark Ive been a big fan of your videos for a while, and I am working on a project that requires a Dinosaur rig picking up and throwing around another dinosaur rig (both referenced rigs) and I've tried your method of parent constraining, but it seems to be having trouble working. Would I follow the same process in this video? Or would the process be different?
@Tyler-zb6ec3 жыл бұрын
Great tut!! Helped me a ton
@madsahren22083 жыл бұрын
wouldnt it be easier to match transformations the locator to the position of the hilt instead of eyeballing it? and then adjust from there?
@WickedSlum6 жыл бұрын
Really nice video dude. Don't stop uploading
@havydirtysoul11 ай бұрын
really helpful, thanks!
@zelbahrawy20042 жыл бұрын
That was very useful, thanks very much.
@kinnetikira5 жыл бұрын
Love your character and your animation :D
@sudaygupta9300Ай бұрын
why do we need a locator as a parent and then animate it why cant i just animate the hand like not in this case but in general ive seen many prop handling vids where the use a locator in between, is there any reason apart from hygine??
@venomsnake_kh Жыл бұрын
And if I have an axe and I want to throw it, I just desactivate the blend parent and animate it??
@kotariram28507 жыл бұрын
good work buddy..pls upload more animation tutorials to become easy to the animator's..thank u very much.
@bruhtuuhtuhtaaa5 жыл бұрын
YOU ARE AMAZING! Thank you very much!!
@lawrence9713 Жыл бұрын
shouldnt the sword follow the hand?
@gRepsold6 жыл бұрын
Where can I get/buy that rig? Looks really good.
@rexter48782 жыл бұрын
omg!!! i need this rig.
@xavierchen91355 жыл бұрын
easy and clear! thanks
@Saeklovesdrawing Жыл бұрын
Thank you.
@matthenlein36733 жыл бұрын
Does this not work with referenced characters/objects? I cannot for the life of my get this to work :( Just says Error: line 0 : could not add constraint of connections. Please help!
@bikotheanimator61693 жыл бұрын
Precisely. I am trying to attach a staff to Aang's hand, but I can't remember how I did it for the August AnimChallenge in 2020. This is the main problem with most of the tutorials on youtube. They are directly using parent constraints on surface models rather than using a rigged object such as a sword or staff. It really does not help.
@bikotheanimator61693 жыл бұрын
I figured out the solution. I did the part he said about using a normal parent first with the locator and the object, but I think I used one of the main nurbs curve controls. Next, I selected the locator and shift selected the hand control, and I press parent constraint. What I am going to do next is put the hand control on a separate layer and lock it, and hide it, because it has blue channels. Now I should be able to animate the locator and the staff main nurbs control without getting green channels.
@matthenlein36733 жыл бұрын
@@bikotheanimator6169 Thanks I'll give it a try! :)
@kevinmwambi16215 жыл бұрын
where can i get that character
@majupiju2347 Жыл бұрын
I newly subbed to your channel and stumbled over this nice video :) I know its old but if you down mind I would like to add some useful information to it ;D at least from my view. Isn't it better to make the Hand the leader and not the sword? Since you want the sword to follow the IK and the FK hands. So make the main hand lead the sword and the sword lead the offhand. Little pro tip: use the "match Transformation" function to directly get the selected object to the desired object's pivot. You can align translation and rotation. Also very useful is this script (Python) to parents a locator to a selected object and match its translation and rotation and rename it accordingly: #create locator at control as child import maya.cmds as cmds curSel=cmds.ls(selection=True) print curSel if curSel: for i in range(len(curSel)): endLoc = cmds.spaceLocator(name=curSel[i] + "_loc") cmds.matchTransform(endLoc, curSel[i], pos=True, rot=True) cmds.parent(endLoc, curSel[i], relative=False)
@Amirikl1 Жыл бұрын
Thank you for the script! I came here to say: "In Parent Constraint Options just uncheck 'Maintain Offset" and hit 'Apply'. so the child would be aligned perfectly with a pivot of the parent", so I came across your pro tip with a cool present inside. Cheers!
@vazak116 жыл бұрын
Cool!
@wondertv13565 жыл бұрын
it's really helpful~!
@felipebuenno946 жыл бұрын
Somebody know if Unity Engine recognize this method? Creating my keyframes in sword only, the hand no have problem later?
@dimensionalartist35625 жыл бұрын
I don't think unity understands constraints... you might need to bake animation into joints.
@madsahren22083 жыл бұрын
before you leave maya just make sure to bake the animation onto the hands!
@LXGVideosАй бұрын
This was ok but I wanted to learn to connect and constrain so I could animate the hand, not the sword
@krunoslavpecatnik23577 жыл бұрын
thank you :D
@bikotheanimator61693 жыл бұрын
The problem with most of these tutorials is they don't show how to parent constraint using an actually rigged sword or staff asset. They are only doing it straight to the model. I hate rigging.
@joshbeltran8653 жыл бұрын
Yeah I'm having this problem right now too. I ended up constraining the locator to the controller for the rigged prop. I'm not sure if this is a good idea though...