Anyways here's a video talking about how to access this node and some basic ways to use it (namely for sticking stuff onto a user-defined point on a curve).
A quick tip, which is in the video and which is a reiteration of info I've posted before. . .
Rather than using:
createNode pointOnCurveInfo -n "name";
which will give you node, but leave it hidden from view in the hypershade, I prefer:
shadingNode -asUtility pointOnCurveInfo -n "name";
which does basically the same thing, but flags the node as a "utility" and thus puts it under the Utility tab in the hypershade. Just thought I'd point that out again.
Maya/Rigging: Attaching objects to a curve (using pointOnCurveInfo node) from zeth willie on Vimeo.
great tutorial, really helpful, had been looking around for pointOnCurveInfo node stuff, mainly for facial rigging, big thanks...
ReplyDeleteThanks a million for this. Helped me rig a truck with dual trailer. Great little trick to know!
ReplyDeleteno problem guys, glad to help!
ReplyDeleteZ
the only problem with this node is that it does not spread out the boxes evenly as does the motion path.
ReplyDeletewhich becomes a huge problem in most cases where this would be useful.
for instance a chain.
yeah you have to have either have a uniformly built curve or you could just rebuild your curve (which I usually do) to be uniform. In certain circumstances, still seems easier to me than using a mo path, though it gets a bit more complicated when you include pulling the rotations out from the normal, etc.
Deletethanks a lot for this tutorial helped a lot
Deletesuper useful for a good noodle arm
ReplyDelete