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Firstly, thanks a lot for adding the 'offsetParentMatrix' feature. After using it I would like to suggest a little additional feature that will be a very useful way to use 'offsetParentMatrix'. Currently we can feed a worldMatrix to any objects' offsetParentMatrix and it workd perfectly. But consider a following scenario.
We have a 'joint1', and we feed worldMatrix of a locator named 'joint1_origin'. It works fine. But when you create joint2 and parent it under joint1 and then feed worldMatrix of a locator named 'joint2_origin' the behaviour breaks. The easiest way to fix this is adding a 'multMatrix' node between the origin locator and and joint and multiply the worldInverseMatrix of the origin locator of the joints parent. However, if there is a small textbox in the 'offsetParentMatrix' tab where we cab specify the parentOrigin and then it's worldInverse matrix gets multiplied with the currentOffsetMatrix automatically then there would be no need to have additinal multMatrix nodes. I would like to know everyone's view on this. Attached is an image and a file demonstrating the setup using multMatrix and offsetParentMatrix.
Unfortunately I wasn't able to upload the maya file therefore I'm showing the setup only with an image.
I'm trying to achieve the same result as shown in the video I made two years ago when the offsetParentMatrix was't available. Here's the link to the video Rigging with Pre-Tranforms
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