- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report
Hello,
Goal: I am trying to copy rotation of some joint to another, in this case Joint1 to Joint2, and then add rotation from another object, in this case Box2, to Joint2, on top of the initial copy rotation, as shown in the screenshot below. That's all.
Current result: So far I'm able to do only one of those, but not both of them at the same time, as Maya does not allow for a single object to have multiple Orient constraints, and multiple Parent constraints get blended at all times.
Question: Is it possible in Maya in any way to copy rotation from Object A to Object B, then also copy another rotation from Object C to Object B, on top of the existing, copied rotation?
Genesis of the problem: This scene is a demonstration of a principle that allows to take any video game character model with an armature (which is usually FK-only, thus useless for animation), create an automatic IK/FK rig that has a similar bone setup, constrain both rigs to each other, and then use the IK/FK rig to animate the game armature, and thus the character. I'm trying to see if this principle can be done in any 3D software other than Blender.
Think of Suzanne1 and Joint1 in the picture as a body part of a character model, e.g. an arm, and a bone controlling it, and Joint2 as the bone of the said IK/FK rig that's supposed to control it. If I make some automatic IK/FK character rig through some autorigging system like Blender's Rigify, the bones in the rig will have differing axis orientations from the game rig - so if I copy the rotations from the game rig to the IK/FK rig, the meshes will face the wrong direction, as shown in the screenshot above.
This can be fixed by adding rotation from another object, which will compensate for the wrong direction, as demonstrated in Blender screenshots below:
The above screenshot is also the result I'm trying to achieve in Maya.
Additional notes:
- "Can't you fix the axis orientation of the joints/bones in either one of the rigs?" - No, adjusting the axis orientations of the game armature bones will break any animations upon importing them, while adjusting the IK/FK rig is actually more time consuming than setting up all of those constraints on each bone (I've tried).
- "What's Box1 for?" - It does the same thing as Box2, except it's for adjusting the rotation on Joint1 after copying rotation from Joint2. As mentioned before, both rigs have to be constrained to each other.
- "Why not use locators instead of joints?" - one, I've tried, and ran into the same problems - one Orient constraint at a time per object and Parent constraints get blended. Two, from what I've checked, when you import a game character with an armature, you'll get joints instead of locators, so that's what I'm trying to fix.
I should have used locators instead of boxes though, but I don't think that's relevant. - For the record, I've also posted a roughly identical thread in the 3DS Max forum, as I'm trying to do the same thing in Max and encountered a similar problem there as well.
- If you want to try doing this yourself or see how it's done in Blender, I've attached both the Maya and Blender scenes to the post.
Solved! Go to Solution.