Forum: Autodesk Maya
Posted By: designingpatrick
Post Time: 08 August 2018 at 04:19 AM
Text:
New Maya user moving on from Max. Was hoping I could grab a vertice off of a cached sim of twigs bouncing and swaying and attach a clump of leafs to it using a Point on Poly constrain. Now I find that this particular constraint uses the parent UV's to position the child object? Maybe I mess with the UV placement to approximate the global location.... I could be missing something here, but was expecting it to work similar to Max's attachment constrain, whereby the child object moves with the positional and rotational coordinates of the parent object's selected component?
But if I go around just scattering twigs in a bush-like manner and running a cloth sim of their movement, blowing in the wind, then cache the sim; I have a rather incomprehensible UV arrangement. How can I avoid the UV's and tell my clump of leaves to simply stick to the selected vertice's position and rotation (with offest)? I saw an nCLoth constrain that looks for the closest verts of the parent object. This works if I want to add another layer of complexity.
Posted By: designingpatrick
Post Time: 08 August 2018 at 04:19 AM
Text:
New Maya user moving on from Max. Was hoping I could grab a vertice off of a cached sim of twigs bouncing and swaying and attach a clump of leafs to it using a Point on Poly constrain. Now I find that this particular constraint uses the parent UV's to position the child object? Maybe I mess with the UV placement to approximate the global location.... I could be missing something here, but was expecting it to work similar to Max's attachment constrain, whereby the child object moves with the positional and rotational coordinates of the parent object's selected component?
But if I go around just scattering twigs in a bush-like manner and running a cloth sim of their movement, blowing in the wind, then cache the sim; I have a rather incomprehensible UV arrangement. How can I avoid the UV's and tell my clump of leaves to simply stick to the selected vertice's position and rotation (with offest)? I saw an nCLoth constrain that looks for the closest verts of the parent object. This works if I want to add another layer of complexity.