Double Transformations as a result of two rigs controlling one set of geo.

Anonymous

Double Transformations as a result of two rigs controlling one set of geo.

Anonymous
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I'm currently working on a project that contains two machine guns and I have created two sets of rigs to control the belts on the machine gun. (This is because I had a python script put the cartridges on a path, and then rigged the path to gain greater control of the feeding animation.) When you scale the master control of either of the machine guns, everything scales correctly except the machine gun belt. I know there's something you can do with null groups to stop this, but the amount of rigging and geo going on is confusing me a bit. If someone can explain how to fix this or provide a solution, id greatly appreciate it. I'd just like to be able to scale and move the rig and its attached geo without any glaring problems. The file is attached below via a good drive link. 

 

https://drive.google.com/drive/folders/1XtwhXnAOqtmKNsjcGiHG1SWrRWcaVGfD?usp=sharing

 

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hamsterHamster
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Welcome back.

Your scene contains too many things so that it is hard to isolate individual problem, also not clear what you call 'master control' - there is no nodes named that way.

I took the machine gun from your previous post (with my fix for belt aiming) and assumed that the master control is mg_control circle (MC). I ScaleConstrained root to the MC and disabled SegmentScaleCompensate for entire root hierarchy - this helped to get rid of gun twisting while scaling MC.

Then, added MC-ScaleConstraints to every belt_rig joint AND belt_curve_rig group - this ensured that motionpath scales with MC and every bullet maintains its relative size.

hamsterHamster_0-1632610695437.png

There was somewhat irrelevant chain of constrained locators for aiming (yaw+pitch) the gun, which I reduced to a single locator/node, like gun_control circle; up_objects were parented to their relevant parent node, like MC. To sum things up, as much as I tested, scaling (translating and rotating too) MC works correctly.

See if you can apply this to your full scene.


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