What Is a Pin Constraint in Maya ?
By Laura Gittins
By Laura Gittins
A scene created in Maya consists of several objects, called
"bodies," that interact with each other. To do so, you must
"constrain" or connect them. A pin constraint is a type of constraint
that connects two bodies to each other while still allowing each one to
maintain a full range of motion at the end of the pin.
Bodies and Constraints
·
A body is an object that moves. Maya has two
types of bodies: soft and rigid. A soft body can change shape while a rigid one
does not. Rigid bodies further break down to passive and active rigid bodies,
where a passive body can influence an active one, but not vice versa. You use
constraints to connect one or more rigid bodies so you can influence how the
the body acts and behaves.
Pin Constraint
·
A pin constraint is a specific type of
constraint that connects two bodies together, for example a rope hanging from a
ceiling, or body parts such as an arm connected to a shoulder. Other bodies in
your scene can still interact with these bodies, but the pin constraint will
ensure that they do not separate from each other. You cannot constrain one body
to a point in space using a pin constraint.
Creation
·
To create a pin constraint, click on the two
bodies that you want to bind together. The first becomes "Body 1" and
the second "Body 2" in the constraint's "relative to"
attribute. Click on "Soft/Rigid Bodies," then "Create Pin
Constraint." This will add the pin constraint to your scene and open its
properties in the options window. Here, you can edit several properties
including X, Y and Z values for its position, scale and fulcrum, turn visibility
on or off, or even change the type of constraint if needed.
Default Position
·
When you create a pin constraint, the constraint
initially connects to the center of the body's mass. For example, if you
constrained an arm to a shoulder, the initial connection point would be the
center of the arm, which obviously would not look right. Using the move tool,
you can click and drag the connection point for the constraint to another
section of the body, such as the end of the arm.
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