Did you know you can use the translation of transforms to drive curves in Maya? It's a clean method that avoids deformers like clusters, and is really easy to set up #rigtip
Comments
Log in with your Bluesky account to leave a comment
Every control point on a curve has a socket with XYZ values, which we can use to plug in translation. In my example, as I'm using locators, we can use their shapes to extract world space translation. Connecting their "worldPosition[0]" into "controlPoint[x]" lets them drive the curve
But we can easily do it for transforms too. Plugging in the transform's "worldMatrix[0]" to a decomposeMatrix node can extract their world translation values. Then you simply connected the outputTranslate into the controlPoints instead
If your transforms are in a group, you can scale that up to make the curve longer. Generally I use a curveInfo node to keep track of the length, alongside a global scale value for the rig. Might get trickier if the scale is non-uniform
Comments