This study proposes a solution to the challenges encountered in Maya's HumanIK system when creating animations that require a character’s Effector to interact with their own body parts, such as the waist or knees. In conventional workflows, using parentConstraint often fails when a character’s hand or foot must be connected to their own body, due to conflicts with the character rig structure. To address this issue, the proposed method utilizes a Rivet node to track the motion of a specific body part. The positional data from the Rivet is transferred to a separate locator, which is then used to recalculate and reassign the position of the Effector, thereby enabling stable control over the hand’s attachment or constraint. To enhance workflow efficiency, a custom automation script was developed, and its stability was verified through testing. The proposed method shows potential for enabling more flexible and robust representations of interactions between self-body contact.
목차
Abstract 1.Introduction 2. Experiments 2.1 Issues and Resolution Strategies 2.2 Implementation of the Proposed Method 2.3. Experiment and Application 3. Conclusion References