vb.net 2d barcode dll At this point, you can throw away the mocap skeleton This animation is now complete in Software

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How would you animate objects that are being picked up and put down Animating the visibility of several duplicates in different locations might be one solution Counter animation, or keying the carried object at every frame so it remains in the same place, might be another However, both of these options require lengthy setups, and making changes to either of these setups could require hours of work In other words, neither is a good option in a fast-paced production environment
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In 12, we used constraints to help rig our skeleton, but constraints are also a valuable animation tool Constraints offer an excellent method for solving the pick up/put down scenario Constraints can be keyed on and off, making the relationship between the constrained object and the target object temporary While point and orient constraints may be used together for object interaction, Maya s parent constraint allows for constrained objects to behave as if they were temporarily parented into the hierarchy The constrained object will move and rotate around its target object
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In this example, an arm will pick up a ball and put it down on top of a cube For this to work properly, the ball must be parent constrained to both its original position and the hand However, the constraint to the hand should be added with the hand in position to pick up the ball This will enable us to take advantage of the Maintain Offset option in the parent constraint s settings The constraint Weight attribute to the original position is keyed at 0 (off) and the hand lifts the ball to the cube Then the ball is put down and set to its resting position on the top of the cube The Weight attribute to the hand can now be keyed at 0 (off) and the hand can move away
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Create a new scene and draw three joints to create an arm
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Use the IK Handle tool to create an IK chain that controls the joint hierarchy Either parent or point constrain the IK handle to a control object For this example, create a cube to use as a control object Create a sphere and another cube to use as props in the scene Scale and position them so that they look similar to those in Figure 16-11 Position the sphere and cubes in the scene
FIGURE 16-11
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Create a locator (choose Create | Locator) and parent constrain the ball to this locator Select the locator, SHIFT-select the sphere, and then choose Constrain | Parent r In the Parent Constraint Options window, make sure that Maintain Offset is checked Select the constraint in the Outliner, and then set a key on the constraint weight at a value of 1 by clicking the Locator1 W1 attribute in the Channel Box; then right-click and choose Key Selected from the marking menu Key the arm s IK in its original position Then, at frame 30, key the IK so that it is in position to pick up the ball
Maya 8
The Complete Reference
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Select the hand (the control cube), then select the ball and choose Constrain | Parent r Make sure that Maintain Offset is checked Also, you can set the Weight attribute to 0 before constraining the object Key the weight at this frame Advance one frame, set the Locator1 W1 attribute to 0, and set the P Cube1 W0 attribute to 1 Key these values Your scene should look like this:
N OTE
You may have to set your tangents to Stepped so that no interpolation
occurs between the keys set on the constraint s Weight attributes You can quickly do this by selecting the constraint and then holding down the SHIFT key and drag-selecting all the keys in the Time Slider Then right-click and choose Tangents | Stepped from the marking menu
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Thirty frames later, the IK handle should be placed and keyed in position to set the sphere on the large cube, as shown in Figure 16-12 Select the sphere, and then choose Constrain | Set Rest Position This will keep the ball from snapping back to its origin when all constraints are set to 0 Select the constraint and key the P Cube1 W0 attribute to 0
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