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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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  #1  
Old 12-16-2008, 04:09 PM
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i need help please, with rigging my axel to a car

this is what i have so far,

-i have my car and axel being deformed by a lattice, in one skin bind
- i then have my axel skinnned again so i could weight it with its squash and stretch controls.

the problem i have now is, when i move my car controls the axel and car deform correctly, but the axel's joints and control curves stay put the joints don't follow the axel's geometry.

If i parent the joints and axel controls etc to the front car control, it keeps the joints inside the axle, but then the axle doesn't deform correctly with the car, when i use the front car control

what i need is to use the front car control to deform both car and axle, but also have the ability to use my axle controls to stretch out the axel arms. with the axel joints following inside the axel geometry.

picture of car rig being deformed by the front car control (notice axle joints do not follow axle geometry)
ImageShack - Image Hosting :: carandaxlerigbeingdeforaq5.png

Any help would be greatly apreciated
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Old 12-16-2008, 06:06 PM
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sounds like you're getting double transforms from having two skin binds. set the bind pose of the second skin bind to be updated given the movement of the first one (this will negate the double transform)
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Old 12-16-2008, 06:26 PM
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thanks for replying, how do i do what you suggested?

Last edited by gigsywigsy; 12-16-2008 at 06:37 PM.
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