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VFS Rigging 1 - Constraints

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0% found this document useful (0 votes)
19 views9 pages

VFS Rigging 1 - Constraints

Uploaded by

shaakba823
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPTX, PDF, TXT or read online on Scribd
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Rigging 1 - Constraints

3D Animation & Visual Effects


Constraints
Rigging > Constrain

Constraints let you constrain the


position, orientation, or scale of an
object to other objects. Further,
with constraints you can impose
specific limits on objects and
automate animation processes.
Parent Constraints

Parent constraints let you relate the


position of one object to another, so
that they behave as if part of a parent-
child relationship that has multiple
target parents

To have more than one target, select


You can tweak the influence by selecting the constraint and change its
sources first then target weight to the desired value. One equals full influence, zero equals no
(as you see in the image on the right) influence.
Point Constraints

A point constraint causes an object to


move to and follow the position of an
object, or the average position of
several objects.

To have more than one target, select


You can tweak the influence by selecting the constraint and change its
sources first then target weight to the desired value. One equals full influence, zero equals no
(as you see in the image on the right) influence.
Orient Constraints

Orient constraints let you match


direction faced by one object to one or
more other objects. This constraint is
useful for making several objects
orient simultaneously.

To have more than one target, select You can tweak the influence by selecting the constraint and change its
weight to the desired value. One equals full influence, zero equals no
sources first then target influence.
Parent vs Point & Orient Constraints

Parent Constraint Point and Orient Constraints


When using a parent constraint it
behaves as if the object was the child
of the source following its parent’s
original position.

When using Point and Orient


constraints the object uses its local
rotation.

Original Position Local Rotation


Scale Constraints

Scale constraints let you match the


scaling of one object to one or more
other objects. This constraint is useful
for making several objects scale
simultaneously.

To have more than one target, select


You can tweak the influence by selecting the constraint and change its
sources first then target weight to the desired value. One equals full influence, zero equals no
(as you see in the image on the right) influence.
Aim Constraints

Aim constraints let you constrain the


orientation of an object so that the
object points to other objects. Typical
uses of the aim constraint include
aiming a light or camera at an object
or group of objects.

To have more than one target, select You can tweak the influence by selecting the constraint and change its
weight to the desired value. One equals full influence, zero equals no
sources first then target influence.
Pole Vector Constraints

A pole vector constraint causes the


end of a pole vector to move to and
follow the position of an object, or the
average position of several objects.

To use a pole vector constraint you


need a Rotate Plane IK solver in Pole Vector constraints can’t be applied to Simple Chain solvers as
action. they receive their rotation from the IK handle.

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