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Tutorial
Maya Tutorials -- Rigging for Animation Page 3 of 7 Lock and Hide: Just as important as having only the controls you need, you don’t want an animator keying channels that aren’t necessary. Any channels that will not be keyed by an animator for movement should be locked and hidden. I separate my FK and IK controls, so if you’re like me, you won’t need “rotateX” on your “rightArmIK” controller.
[an error occurred while processing this directive] Get rid of what you don’t need using channel control: (Window>general editors>channel control)
If you’re familiar with MEL, use the following commands in a script to speed up your workflow: // Lock an attribute to prevent further modification setAttr -lock on object.channelName;
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