How to constrain rigged curve to control curve?

How to constrain rigged curve to control curve?

Anonymous
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Message 1 of 5

How to constrain rigged curve to control curve?

Anonymous
Not applicable

This is an odd one. Right now I'm animating an m2 browning machine and I have a curve I used to constrain the rotation of the machine gun to. It ensures there's no flip and what have you. Anyway, the problem is I have created the belt, and it relies on a rigged curve to work, but when I constrain said rigging or the curve cluster or both to the control, the belt moves at a different pace than the rest of the gun and therefore ruins everything. Does anyone have any idea how I could constrain said belt to control curve? Below is a copy of my project in a drive folder without any constraints on it if you wanna give it a crack.  

 

https://drive.google.com/drive/folders/1hnZEUbeWKm0wHQI4Q2EXpYQigZmgGHLG?usp=sharing

 

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Message 2 of 5

hamsterHamster
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Basically, what I did, was parenting object_up_belt under belt_curve_rig, then parentConstraining (with offsets kept), the former to the mg_control. Worked like before, just with the platform rotation option.

I could not see the differences in the animation pace before v. after constraining. Or have I missed the issue?

hamsterHamster_0-1630150387688.png

 


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Message 3 of 5

Anonymous
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Unfortunately, you have missed the issue. The gun does not rotate from the base, but rather from a mount that has bean set up with a series of constraints. If you use the circle in front of the gun, you can see that it has bean set up to control the guns movement along its axis'. Because of this you can move the gun in a manner that ensures it rotates properly. The problem I have was concerning the rigging on the curve. Because I can't constrain them to the entire group, but rather to the gun control joint - the constraints usually result in the curve moving at an improper rate in relation to the rest of the gun. In other words, I want to  in affect rig the belt to the gun control joint without the curve or its joints messing up the belt's animations or postion in relation to the main body of the gun. 

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Message 4 of 5

hamsterHamster
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Accepted solution

Ok then, based on what you said about gun's pivot point, you still have to parent the object_up_belt under the belt_curve_rig, then parentConstraining (with offsets kept) the former to the pitch joint instead.

hamsterHamster_0-1630318412651.png

However, I don't see it affecting existing animation anyhow, the shot animation is still same 25 frames at whatever angle and bullets in the belt are pointing parallel to the barrel.


,,,_°(O__O)°_,,,
Maya2019.1 @ Windows10 & GeForce GTX1080Ti

If the post was helpful, click the
 ACCEPT SOLUTION  button, so others might find it much more easily.

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Message 5 of 5

Anonymous
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Oh, sorry I figured it out already. I do appreciate the comment though.