Live Guided and Localized Leg Component

So recently I created a proof of concept of a leg component where the deformation hierarchy and the animation hierarchy were separated out.

I relied on assembling orientation matrices using vectors, using matrix constraints and vectorProducts instead of default constraints. I recorded a rambling video about it since I don't have time for a massive write up and to be honest the ideas in this proof-of-concept aren't wholly original, I've just combined them in a cool way. So instead of recording a video or doing a big writeup I'm just making this post and attaching the file.

Download the Maya scene

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