ConstraintTools

Constraint tools:

|  | This tool is written to improve the efficiency of constraining.

Popup Menu:

Find Joint via vertex : Select the smooth bind joint via current selected vertex.

Copy Constraint between Maya..: Open MG-CopyPaster Pro, copy and paste the constraint and its related keyframes between different maya scenes.

parent constraint : Parent constraint the second selection with the first selection with auto skipping the locked attributes.

parentConstraint Parent : Parent constraint the parent hierarchy of the section selection with the first selection.

Select ConstraintMaster: If current selection is constrained, use it to quickly select the constraint master for you.

Select ConstraintSlave: If current selection constrain some other objects, use it to quickly select the constrained objects.

Constraint Lister.. : Load constraint lister to manager the constraint issues of the constrained object.

Bio-Constraint: Select two transform nodes, use this tool to bio-constrain them.The bio-mechanism is based of Maya's default nodes.

Of course at the same time, only one object constrain the other one.

Collect Attr to ConstraintManager.. (Maya Channelbox):

Collect the selected attributes in Maya channelbox, to a constraint manager node.(Just a simple transform node with nurbs curve shape)

These attributes will be connected and controlled by corresponding attributes in constraint manager node.

If they have animation, the animation will also be transferred.

The constraint manager node will be automatically created if it does not exist.

Collect Attr to ConstraintManager.. (MG-Channelbox): The same as above, but it is based on MG-ChannelBox.

Add Separator Attr to ConstraintManager: Add a attribute compose of letter "_", the attribute serves as separator in the constraint manager node, to make it better to read.

Lock ConstraintManager to Actived View: Lock the constraint manager node to the activated viewport, which actually is, parent constrain the node to the viewport camera. With that done, the node will alway keep still in the vieport, so you can easily pick it.

Unlock ConstraintManager from View: Unlock the constraint manager node from view,now it will not keep still in the viewport.

Actually this just clear the constraint node of the constraint manager node.

Set Constraint Offset: Select and translate,rotate the constrained object, then use this to set its constraint offset value to current relative position.

Make ConstraintPos Ctl: Select the constrained object, then use this to make a control object that will control the offset value of the constraint(The constraint relationship between the original constraint master and slave will not be changed).

UV Constraint :Select a component of polygon object and use it to make a controller that will be stuck on that point / edge / face. After that ,you can use that controller to constrain other objects, comparing to vertex constraint, this constraint is preferable .

Vertex Constraint :Select a component of polygon / nurbs / sub-D object and use it to make a controller that will be stuck on that point / edge / face. After that ,you can use that controller to constrain other objects .

Clear Vertex Constraint :Select a vertex constrainer and use this to completely remove this constrainer. It will remove the correlative set as well.

Anim Constraint : Create a locator ,whose parent hierarchy will be parent constrained by the first selection ,and the locator itself will constrain the second selection. Therefore the first selection is controlling the second selection and meanwhile u can use the locator to tweak or keyframe the position of the second constrained object.

Point/Orient/Aim Constraint: Point / Orient / Aim constrain the second selection with first selection with auto skipping the locked attributes.

Clear Constraint : Clear the selected constrained object 's constraint.

Modify Constraint Axis : Modify the constraint axis of the selected constrained object.

Correct weight name: Correct the constraint weight attribute name.

Export / Import constraint offset.. : Export / import constraint offset information.

Clear offsetFile..: Delete all constraint offset file exported before in the Maya's temp folder .

Help..: View Constraint tool help.

Constraint Toolbar:

How to load it ( Do one of the following ) :

▪Click the button in MGTools.

▪Click the icon in your Maya shelves . (If U have installed all the MGTools shelves into Maya shelves)

The buttons from top to bottom :

The first button: Similar to MGTools icon in MGTools UI. It is used to manage the bar itself. Click it to minimize / restore Shelf bar.

Constraint Lister button : Load constraint lister to manager the constraint issues of the constraint object.

Copy Constraint between Maya..: Open MG-CopyPaster Pro, copy and paste the constraint and its related keyframes between different maya scenes.

Find Joint via vertex button : Select the smooth bind joint via current selected vertex.

Vertex Constraint :Select a component of polygon/nurbs/sub-D object and use it to make a controller that will be stuck on that point/edge/face. After that ,you can use that controller to constrain other objects .

UV Constraint :Select a component of polygon object and use it to make a controller that will be stuck on that point / edge / face. After that ,you can use that controller to constrain other objects, comparing to vertex constraint, this constraint is preferable .

Bio-Constraint: Select two transform nodes, use this tool to bio-constrain them.The bio-mechanism is based of Maya's default nodes.

Of course at the same time, only one object constrain the other one.

Anim Constraint button : Create a locator ,whose parent hierarchy will be parent constrained by the first selection ,and the locator itself will constraint the second selection. Therefore the first selection is controlling the second selection and meanwhile u can use the locator to tweak and keyframe the position of the second constrained object.

parent / point / Orient / Aim constraint: Parent / Point / Orient / Aim constraint the second selection with first selection with auto skipping the locked attributes.

Tips : Right mouse button clicking on the constraint button:

constraint parent: Parent / Point / Orient / Aim constraint the parent object of the section selection with first selection.

Option: Open maya default respective constraint options.

Collect Attr to ConstraintManager.. (Maya Channelbox):

Collect the selected attributes in Maya channelbox, to a constraint manager node.(Just a simple transform node with nurbs curve shape)

These attributes will be connected and controlled by corresponding attributes in constraint manager node.

If they have animation, the animation will also be transferred.

The constraint manager node will be automatically created if it does not exist.

Collect Attr to ConstraintManager.. (MG-Channelbox): The same as above, but it is based on MG-ChannelBox.

Add Separator Attr to ConstraintManager: Add a attribute compose of letter "_", the attribute serves as separator in the constraint manager node, to make it better to read.

Lock ConstraintManager to Actived View: Lock the constraint manager node to the active viewport, which actually is, parent constrain the node to the viewport camera.

With that done, the node will always keep still in the vieport, so you can easily pick it.

Unlock ConstraintManager from View: Unlock the constraint manager node from view,now it will not keep still in the viewport.

Actually this just clear the constraint node of the constraint manager node.

Set Constraint Offset: Select and translate,rotate the constrained object, then use this to set its constraint offset value to current relative position.

Make ConstraintPos Ctl: Select the constrained object, then use this to make a control object that will control the offset value of the constraint(The constraint relationship between original constraint master and slave will not be changed).

Help.. : View Constraint tool help.