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Simplest way to delete/ remove a constraint of any kind?

Simplest way to delete/ remove a constraint of any kind?

Anonymous
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Message 1 of 8

Simplest way to delete/ remove a constraint of any kind?

Anonymous
Not applicable

Hi everyone,

 

new to Max here ~ transitioning from Maya / Softimage.

What is the simplest way to remove a constraint from any constrained object?

 

By this I don't mean physically deleting the controlling target or deleting that same target in the constrain rollout in the motion tab. But by this i really mean completely removing a constrain and giving the object back the freedom to manipulated with basic transformations.

 

The closest my search here has found is about deleting a path constraint - but the solution there seems to be more of a workaround (I'm getting the same gist from my searches outside of this forum). In Maya or Softimage, users have the flexibility to simply delete the constraining node / parameter, thereby allowing the object to be transformed while maintaining its current transformation values.

 

Is this a concept that is not directly available in 3DS max? None of the tutorials I've been looking at go into this topic specifically, so I wouldn't know.

 

Many Thanks!

 

- J

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Message 2 of 8

Anonymous
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Hi jei_vencer,

 

I think the fastest way to remove a constraint is to simply apply 'freeze transforms' to selected nodes. This can cause the node to jump to another place so you better align a helper to 'store' the transforms.... But if you want to have a better controll about what you do there you have to delete the constraining controllers in the motion-panel either by deleting it or by assigning another controller to it (e.g. Euler XYZ/Position XYZ)

 

 

Best,

Martin

Message 3 of 8

leeminardi
Mentor
Mentor

Try right-clicking Transform, Position, Rotation, ... in the Motion tab, Assign Controller and click Reset to Default Control.

lee.minardi
Message 4 of 8

Anonymous
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1.jpg 

 

@ leeminardi    ↑ I'm sorry but where exactly should I right click? And where is the "reset to default" option? (I've tried in different places on this tab and I dont see it)

 

Anyway thru trial and error, I found that selecting the (type of) constraint in the (type of) transformation list then pressing the delete button seems to be doing what I expect when I intend to delete a constraint. If anyone can tell me if this is the wrong way going about it - or if this method has consequences, please let me know.

 

(A bit of a gripe of mine is) I'd assume that something like deleting a constrain is a basic operation in any DCC program, but I just keep getting varying answers(in different places ive asked), and all I've seen from tutorials so far is just to undo. sigh

 

 

Message 5 of 8

Anonymous
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I think it is more about the point of view of what is right or what is wrong. When you are mainly working with the UI you are right - assigning a constraint to a node and afterwards not being able to move this node any more creates the need of an 'unconstraint' option in the animation-menu. Going to the motion-panel then and delete the constraint-controller, is inconsistent. But when rigging I prefere setting and removing controllers in the motion-panel or trackview or via maxscript - this is what feels right for me because I am in full controll.

Message 6 of 8

Anonymous
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@ wavestone

 

Thank you for the insight.

I guess I gave myself away as a person who is more ui dependent lol.

In my defense, I am transitioning over from maya, while I am still in the learning phase (including the intention to learn max script of course), I found that it was a lot easier to remove/delete a constraint there, be it thru the ui, or thru mel/python.

 

From your response, is it safe for me to assume that there is no ~ simple straightforward way to do this via the ui? especially for users that are not (or not yet) well versed in max script?

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Message 7 of 8

Anonymous
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Accepted solution

There is no straight-forward way to remove the constraints again - you either have to go to the motion-panal and delete the controllers manually or freeze the transforms (alt-rightclick). Freezing the transforms basically assigns list-controllers to pos and rot, while keeping the old controllers and adding a second one on top for you to work with (check the small '->' in the motion-panel - this is the active controller that stores the keys then). Hope this helps you ending your search and focus on other things you learn while switching to max 🙂

 

Best,

Martin

Message 8 of 8

Anonymous
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How does one create a helper object to store the transforms? I'm trying to freeze transforms on a look at controller and that resets transforms, not freezes them in place.

 

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