Hi. I’m working on a pretty basic spine setup, fk with a nurbs surface that should have a bunch of locators.
I really want to move away from follicles and go with Maya’s new matrix UV Pin. So far so good. However, when stretching the nurbs surface, my locators are not at the intended position along the 0 to 1 range which makes setting up a stretch slider attribute unreliable. I figure this is due to the nurbs surface being skinned and deformed that makes the locators not positioned evenly because they are controlled by the UV coordinates and not a specific 0 to 1 range. It should be the same for follicles though? And I’m not quite sure how to solve that.
I created a curve from an isoparm on the surface and connected the locators to the curve using a motion path instead, broke the U value connection and distributed them evenly. Now the locators are staying on the spot when the surface is being deformed. However, the locators are obviously not oriented correctly. I thought I might create another locator for each of the original locators, just a tiny amount from the original and aim constraint it at that. this should solve the orientation, but a setup like that sounds quite ugly and seems prone to flipping. What are your thoughts?