I'm working on a character for a UDK game and I've been looking into using helper joints to get better deformation. After some research and tests in the AnimTree I thought that the SkelControlSingleBone node would give me the ability to constraint objects using translation or rotation from other objects.
Therefor I setup a rig in Maya where I used a point constraint to translate a joint that sits in front of the thigh and this pulls my clotch up and forward when the leg is raised.
I'm also using an aimConstraint to rotate the joint. The aimConstraint I can find easily in UDK, but with the SingleBone node I found it acts like the helper joint is parented under the joint. When the parent joint is rotated the helper joint is translated accordingly. This I don't want. I'm looking for a way to replicate the point constraint in Maya. Is this possible?
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