Ball and socket rigging, is that a thing?

Ball and socket rigging, is that a thing?

benU6PP4
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Ball and socket rigging, is that a thing?

benU6PP4
Observer
Observer
Hi there. I am not a Maya user, but I understand it enough to know that Maya is probably the best option I have to resolve my issue. I have a Fusion360 CAD model of a character that is connected with ball and socket joints. I would like to get a rigged character that we can pose realistically around the joints, and has built in collision points. The individual parts should not pass through each other. They should behave as a real world object would, and stop moving when they hit each other. I am basically looking for 360 degree movement between parts with collision points built in. Is this possible to do in Maya? Any info is much appreciated! Thanks!Screen Shot 2020-10-16 at 2.35.32 PM.pngScreen Shot 2020-10-16 at 2.36.08 PM.png
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mcw0
Advisor
Advisor

The basic nature of Maya's joints are ball and socket joints without rotation limits.  So for your scenario, all you'd have to do is set rotation limits at the points of contact.