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Maintaining Object Positions with Constraints

Many of us encounter the problem of constraints throwing our objects way out of position and we can't figure out how to get them to stay (like a character picking up a mug). Here's how I found to do it: 1. Position the characters hand in the grab position right where you want the object to become a part of the hand (move and rotate with it). 2. Translate and Rotate Like constrain the object to the characters hand (do not constrain to the hand target). This most likely throws your object off. Easy fix. 3. Here's the "secret" that I discovered. Stay on that frame where the constraints' enforcements are 100% and drop it down to 0%. 4. Click the mug (or whatever object) and click Compensate Mode button (between Show Rulers and Magnet Mode buttons). 5. Use the keyboard to bump the model in one direction and then back (left and then right works). The keyboard will ensure that you don't move the model more than you intend. 6. Compensate mode turns off after one move so turn it back on again. 7. Now switch to Rotate and click and drag the yellow ring up and back down to its original location. 8. Now set the Enforcements of both constraints back to 100% and the mug should not have moved from its original location, but it should now move and rotate with the hand bone. So in all of this, the keys are to set Enforcement to 0% and use compensate mode. Without either step, this process would not work.

Comments

Daniel, I've railed at Hash

Daniel, I've railed at Hash for such things but grown discouraged. If this is the "bug" I have seen before, then it would seem good that all the fellows apply pressure to get it fixed. But I'm not clear if what you describe is the same thing I have seen in 8.5, 10.5 and 11.1 It sounds like it but I don't understand your directions. Let me show you where I get confused. 1. Position the characters hand in the grab position right where you want the object to become a part of the hand (move and rotate with it). 2. Translate and Rotate Like constrain the object to the characters hand (do not constrain to the hand target). This most likely throws your object off. Easy fix. You did not say if you used or did not use compensate mode. I assume you did since that is the standard way to do this. But this is where my mug would fly across the screen to 0,0,0 or some such. 3. Here's the "secret" that I discovered. Stay on that frame where the constraints' enforcements are 100% and drop it down to 0%. But the mug is in the wrong place. It jumped away when you tried to apply the second constraint. At least, that is what I remember in this situation. Maybe you are saying the zero enforcement will bring it back to the right position? 4. Click the mug (or whatever object) and click Compensate Mode button (between Show Rulers and Magnet Mode buttons). So, did you move it back to the right place? or is the trick that you turn off the contraints to get it back and then create keys and turn them back on. How come this doesn't work to just create keys before you constain? If I'm right about what you are saying, then it would have been more clear to me if you had said: First set the contraints using compensate mode, If the object moves, temporary set enable to zero, the object will return to proper position. Set translate and rotate keys there, and return the contraints to 100% enable. Then the constrains should perform as you wish. I'm still not sure I understand what you said. But if this is the solution, then I am VERY grateful. In the past, I have had to apply a third constraint to get the first two to work. John

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