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MAYA Autodesk's Maya is one of the industries most popular applications, held under contract my many studios around the world it is used in Film, TV, Games, Advertising, Visualisation and a lot more.

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Old 07-12-2008, 02:16 PM
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attaching cameras

Hi guys,

Currently I am doing a small boxing match between two characters. I have set the characters up already for the match, and im ready to animate. But one thing i would like to do is attach cameras to the characters so that, in effect you are looking through a first person perspective. I have created the cameras and positioned them where i want them, but now I am facing the obstacle of having the camera move with the head.

How can I overcome this problem??

Much appreciated if anyone can help

Rodinius
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Old 07-12-2008, 03:21 PM
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If you're using 3ds max then the link would probably do what you want. It's on the toolbar in the upper left corner by default.

I haven't got 3ds here so I can check for you.

Edit: God damn. I only browse the "new posts" when I'm here and I didn't realize this thread is loacated in the Maya forum.

Ohh well. I'm sure there's an identical option in one of the toobars for Maya.
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Old 07-12-2008, 03:22 PM
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edit: me too, I didn't realize it's a Maya question. Anyways, search the help file for 'attach' and 'hierarchy' and you should find it.
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Old 07-13-2008, 02:56 PM
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Select the camera, then select the object you want the camera attached to and hit p to parent them. Alternatively, you can do it in the outliner by mm dragging the camera to the object.
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Old 07-13-2008, 07:52 PM
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i wouldn't really recommend parenting a camera to a rig. unless you want it to always move with the rig. instead, use a parent constraint, this way, you can animate it on or off and keep a separate hierarchy. better yet, create a locator null, make that the parent of the camera, and parent constrain the locator null to the head.
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Old 07-22-2008, 03:47 PM
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Quote:
Originally Posted by Zerflag View Post
i wouldn't really recommend parenting a camera to a rig. unless you want it to always move with the rig. instead, use a parent constraint, this way, you can animate it on or off and keep a separate hierarchy. better yet, create a locator null, make that the parent of the camera, and parent constrain the locator null to the head.
Interesting idea, thankyou very much
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