Finishing the Guide, Notes on Constraints
Like a few episodes ago I feel this episode, while still with a clear main theme of the Guide, needs an introduction.
I have, in the past, redone streams when I thought they weren’t up to par. In this case I decided not to (redo it), because I don’t feel it’s a “bad one”.
The first half is without hitches and we go about our business of analyzing where we stand, recapping, and setting things up.
Somewhere in the second half being indecisive about how to tackle the framing of the knee buffer, I chased my tail around a bit while looking at options, and on some fairly simple mistakes (largely involving the aim constraints).
The episode is still worth watching through, but it feels like I have been hand waving the graph cycle subject for too long so that the second part of the episode might be confusing to a good slice of the audience.
Lastly, at the very end, in the last few minutes before wrapping up, I explain something about containers (assets) in Maya, how they interact with the node editor, and why you might find that opening one of the scenes I share might show you a node editor with no connections despite the rig working fine.
So, with all that in mind I decided to do a special intro to explain how constrain cycles work, why they exist, what other cycles you might encounter and what their consequences are as well as how to solve them.
Thanks for reading, and enjoy the episode,