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Author Topic: Picking object - what to parent?  (Read 377 times)
ar900
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« on: July 14, 2008, 02:05:19 PM »

I would like to know how to animate in maya if a character with both hands is going to grab a baseball bat. I have so many trouble with this parenting stuff...

for this one i use zvParent mel script since it allows me to parent a single object to multiple child.
which one should I do, should the wrist control follow the bat, where as i just key or animate the bat so i don't have to worry about keying the wrist control, but if do that I would have problems in getting the arc of the wrist correct.


or should i do the bat follow the one of the wrist control, in this case i animate the wrist control. but here I face another problem that the other hand wrist control needs to be grabbing this bat too... I tried by parenting it the other hand wrist control to the bat. so it goes like this: the right hand follows the bat, and the bat follows left hand. so i would just animate the left hand. but when i do this, at some time point in animation i want right hand to not grab the bat but later grab again.... it just don't do they i wan't it.... every time i change the left hand the right hand also follows while the right hand isn't grabbing the bat. I tried the melscript worldspace, but it still not working to keep the hand in place that i want.

or other methods maybe....?

Do you guys know how to do this? how do you guys do it? I saw many animation mentor students do a lot of picking object and throwing object in their animation.... anyone can share the secret how? Smiley
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Mathias AUBRY
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« Reply #1 on: July 14, 2008, 02:45:51 PM »



you link the bat to one of the wrist and you link the second wrist to the bat. If you want to have the second wrist free at some point, it's better to double parent. With a locator at 0,0,0 that will play your World parent. You selectionne the bat, then the locator and finaly the second wrist, And you add the parent constraint! in the parent constraint you have now 2 object parent that are both at 1. you need to create an attibute that will control this value. For exemple a set driven key. When one is at 1 you need the other one at 0 and the opposite. When you will switch them, it will move, you will have to replace your wrist, but it's a good way to animate.

Another solution would be to link the bat to the wirst and to add a look at constraint on the bat to look at the second wrist... but that will be difficult to keep the same rotation with the wirst. and then if you want the second hand to be free at some point, you will need to have again 2 "look at" at some point with an attribut to control them.

Hope that make sens... you can ask more detail if you don't understand!
Mathias.
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ar900
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« Reply #2 on: July 14, 2008, 02:56:28 PM »

Thanks Mathias for the reply....
Well I don't know much about Maya regarding building the driven key or creating constraint... what i did is i just use a melscript called ZvParentMaster, and it seems do the job, but it just that i have problems while animating with it. It just so hard, it doesn't do the way i want it to act.

but I'll try to seek out the solution and at some point i might try your solution..
thanks
 
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