Actually, XSI's pose constraint comes with a very nice workflow such that you don't have to do parent nulls for offsets anymore.
Go ahead and constrain your mallet directly to the hand. When you need to animate an offset, turn on constraint compensation mode. XSI will automatically mark the constraint offsets instead of the local transforms. Thus you can keep all animation for a control on a single control node.
-Brad
> Also, never constrain the controls themselves, give the controls 'offset'
> nulls and use these as parents for the controls, also placing the
> constraints on the offset nulls. This will allow you to have the ability to
> move the hand or gun around relative to the motion that is driving them.
> Extremely handy in certain situations.... pardon the pun.
> Mike
>
>
> _______________
> Mike Malinowski
> Technical Artist - Guerrilla Games
>
>
>
>
> >From: "Byron Nash" <byronnash(at)gmail.com>
> >Reply-To: XSI(at)Softimage.COM
> >To: xsi(at)Softimage.COM
> >Subject: Rigging hands to a weapon
> >Date: Thu, 25 May 2006 12:44:33 -0400
> >
> >I'm experimenting with some character animation during a slow day. I've got
> >a character holding a 2 handed weapon that I would like him to swing
> >around.
> >I'd like to know if anyone could point me toward some good approaches to
> >this problem. What's the best way to keep the palms attached to the handle
> >while still allowing wrist movement? Do people normally constrain the hands
> >to the handle or the handle to the hands?
> >
> >Tips, suggestions, appreciated...
> >
> >--
> >Byron Nash
> >www.armoredsquirrel.com
>
>
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