Hi, I am rigging a model in Maya for SFM and I am having trouble setting up VstAim constraints, they look and act fine in Maya but when I compile the model they don’t work. Do I need to add anything special to the qc? Did I skip a step?
This is what I put in MEL console:
vstAim -c -n vstAttach_BL_PistonTop -u 1 0 0 BL_Foot BL_PistonTop; vstAim -c -n vstAttach_BR_PistonTop -u 1 0 0 BR_Foot BR_PistonTop; vstAim -c -n vstAttach_FL_PistonTop -u 1 0 0 FL_Foot FL_PistonTop; vstAim -c -n vstAttach_FR_PistonTop -u 1 0 0 FR_Foot FR_PistonTop; vstAim -c -n vstAttach_BL_PistonEnd -u 1 0 0 BL_Thigh BL_PistonEnd; vstAim -c -n vstAttach_BR_PistonEnd -u 1 0 0 BR_Thigh BR_PistonEnd; vstAim -c -n vstAttach_FL_PistonEnd -u 1 0 0 FL_Thigh FL_PistonEnd; vstAim -c -n vstAttach_FR_PistonEnd -u 1 0 0 FR_Thigh FR_PistonEnd;
The model has pistons on it and I want the pistons to move in and out while still being oriented properly on a joint. I know its possible to hard code these into the model dmxs themselves when compiling a model, the Portal 2 Coop bots use this same system.
Here’s what I am trying to get:this one was animated with a 3ds max IK rig with LookAt constraints but my friend wants something that can be animated straight from SFM.