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[Closed] Avoiding circular references

Is there a tip, trick, hint, tecnique, magic, voodoo, micracle, anything! To avoid self, circular referencies in max? When doing rigs, I found it’s highly annoying to find a way to avoid this problem. For example, I cannot have an object A with a look at to B and B to A. But this goes to script controller too because I can’t use an object that have a relation to the one in the script in some way or another. Unfortunately, I can’t find the best examples now. But I think it should be possible in some way or another because it’s similar to a 2 way wireparameter, where A changes B and B changes A.

I’ve heard that in Maya it’s possible, I don’t know in what degree, though.

Any help is much appreciated.

Regards,

Jr.

EDIT: I’ve seen the video “Rigging for Feature Animation” (it’s for Maya) where the guy used a child of a point (Locator in Maya) as up node for the “look at” constraint (aim in Maya). This is not possible in Max. So indeed, it seems that is possible for a software to do that…