The Geometry constraint is designed to constrain the position of object A to the surface of object B. Now what happens if you converge all of B's vertices to the same point in 3d space?
You get a point constraint.
So what ? There's already a Point constraint in the Maya toolset..
Sure there is, but I'm out to show you that this point constraint has some neat advantages over its namesake.
1) Create a Geometry constraint:
Rename them A and B.
Select B, then A and add a Geometry Constraint (Animation > Constrain > Geometry), so as to constrain A to B.
Now A is constrained to the surface of B.
2) Turn it into a point constraint:
Select all the vertices of object B.
Move them all to the Origin.
You now have a point constraint that hasn't tied up your translation attributes.
3) Animating the constraint:
But you can also animate the effect that the constraint has on A....although this is slightly different to how you may be used to adjusting the weight of a constraint.
its nodeState attribute to HasNoEffect.
Turn the Geometry constraint on by setting
the nodeState attribute to Normal.
The weight attribute has no effect, so no blending is possible.
4) Add a switch to control the effect of the constraint:
Select A.
Add an enumerated type attribute, called constraint, with values "on" and "off".
connectAttr -f A.constraint A_geometryConstraint1.nodeState;
There, a new kind of point constraint. Not convinced ?
You will be when I show you:
- how to set up a dual-point constraint
- an easy setup for an FK/IK rig.
Cheers,
Owen
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