It should be fine if you're applying the expression to the camera's root
though, no? You'd still be able to move the camera itself around just fine,
after all.


On 28 February 2014 17:21, Siew Yi Liang <soni...@gmail.com> wrote:

>  Hmm maybe let me describe my problem a bit more...
>
> I have a character that I'm planning to make run/jump forward etc. I would
> like to make an animation camera that follows his movement as he moves
> forward in space but without manually keying it (for now). So what I
> usually do elsewhere is just constrain the camera to his COG and then
> disable the constraint for axes that I don't need (otherwise vertical and
> horizontal movement combined in a camera is really vomit-inducing :P)
>
> Right now my solution is:
> null constrained to hip control (where this control's translates do not
> change as the animation progress)
> direct expression camera root axis = null axis
>
> But this doesn't let me keep the initial offset that the camera had
> (turning on ChildComp doesn't help unfortunately)...for now this is a
> simple workaround but I'm worried about in future what if I have to tackle
> a similar issue but with this exact same problem? Which is why I was
> wondering if anyone uses a simpler solution or if I have missed something
> about XSI constraints that allow for this...
>
> Yours sincerely,
> Siew Yi Liang
>
> On 2/28/2014 9:01 AM, patrick nethercoat wrote:
>
> ah yes, i see.
> how about setting the neutral pose on the constraining object (use current
> pose) before drag/dropping? May be a workaround for your situation if you
> can cope with the offset in your fcurves.
>
>
>
> On 28 February 2014 16:29, Siew Yi Liang <soni...@gmail.com> wrote:
>
>>  Hi patrick:
>>
>> Yes, I could make an expression that way, but I want a kind of automatic
>> way to keep the constrained object at its original position (sort of having
>> constraint compensation on) while making the expression...other than
>> manually typing the offset values myself I was wondering if there was a
>> better way to do this? (As sometimes the offset values won't always be
>> readily available if there is a neutral pose, other things interfering
>> etc...)
>>
>> Yours sincerely,
>> Siew Yi Liang
>>
>>   On 2/28/2014 8:08 AM, patrick nethercoat wrote:
>>
>>  you can drag+drop fcurve widgets to create a constraint. that way you
>> choose which axes are affected.
>>  or am i missing?
>>
>>
>>
>>  On 28 February 2014 16:00, Siew Yi Liang <soni...@gmail.com> wrote:
>>
>>>   http://i.imgur.com/1rTjJXd.png
>>>
>>> I can only do offsets so far using the standard UI...I've been looking
>>> through the docs as well for something that can help me out but I haven't
>>> seen anything yet that relates to this :X
>>>
>>> Yours sincerely,
>>> Siew Yi Liang
>>>
>>>  On 2/28/2014 7:51 AM, Sebastien Sterling wrote:
>>>
>>> isn't it an option in the pose constrain PPG ?
>>>
>>>
>>> On 28 February 2014 16:43, Siew Yi Liang <soni...@gmail.com> wrote:
>>>
>>>> Hello!
>>>>
>>>> Had a quick question among all this current hullabuloo, hopefully it's
>>>> not too silly...I was actually looking for a way to limit constrain to
>>>> one/two axes in XSI on pos/rot/scale constraints, is there a way to do this
>>>> in the constraint parameters itself? I can't find any such option...
>>>>
>>>> Right now what I'm doing is making a null, using an expression to link
>>>> whatever axes I want to the first constraining object, and then
>>>> constraining my 2nd object to that null to get around the problem (because
>>>> I need the 2nd object to remain in place. I feel like what I'm doing is a
>>>> little silly though, does anyone use a better way or have I missed
>>>> something really obvious in the constraint PPG?
>>>>
>>>> Been doing some searching around and I couldn't find anything on this...
>>>>
>>>> Any help would be appreciated! :D
>>>>
>>>> Yours sincerely,
>>>> Siew Yi Liang
>>>>
>>>>
>>>>
>>>>
>>>
>>>
>>
>>
>
>

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