Should I use constraints (General question)

Should I use constraints (General question)

ltmf1990
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Should I use constraints (General question)

ltmf1990
Explorer
Explorer

Hi!!

 

I have been rigging my stuff from scratch for a while, in the context of a low-poly 3D game. I am now experimenting with animation and rigging pipeline.

 

I have used mostly the Node editor to create relationship between bones, IKs and controls. However, one relationship I have major problem recreating from scratch is the relationship obtained by using Constraint->Point constraint. Now, my question is whether there is a straightforward set of nodes to use to recreate a similar effect to Point constraint, but manually, or if I should just use Point constraints.

 

I am well able to manipulate world matrix/ decompose/ add them and also use nodes to add offset. I have a beginner/intermediate understanding, I would say, but can't wrap my head around how to recreate constraint-like effects in Node editor from scratch (or if its even worth doing).

 

Constraints are useful, but I have been advised against them. Have I been advised wrong? Will I run into problem using Constraints? Are they exportable?

 

Thank you,

Am looking for general guidance on this matter.

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Kahylan
Advisor
Advisor
Accepted solution

Hi!

 

You can use matrices to create the same effects as constraints, but that will be even less exportable than constraints. Constraints are exportable to some degree, but you have to be really careful to use the right settings on export/import depending on the Game engine you are planing to use. In most cases it is still the best option to animate your character in maya an bake the animation onto the skeleton and then just exporting the skeleton and the skinned mesh, that way you don't have to bother with problems with constraints or IK handles in your export/import.

 

Constraints are very useful and I would definitely use them. The only issue with constraints that I can think of is that they are heavier to compute and can cause more problems (mostly flipping or gimbal lock issues) compared to direct connections or parenting, so whenever possible you should go for those options. But constraints still are a very reliable tool within maya, especially when it comes to things like connecting an object to multiple parent objects. Also they are way easier to set up than their matirx based equivalents, unless you plan on scripting your matrix constraints so they are as easy to set up as constraints, I don't think matrices are a viable option when rigging from scratch.

 

I hope this answered some of your questions

 

 

Message 3 of 3

ltmf1990
Explorer
Explorer

Yes, thank you, this helps me.