Is there a way to have additive constraint in Maya?
By default, if you have one constraint (ConsA) to an object.
The ConsA will have 100% in effect.
If you add another constraint (ConsB).
ConsA will share weight with ConsB or in other words, 50% 50% weight.
What I want is both of them to have a 100% 100% both in effect. Much the same with additive animation layers.
Case in point would be to have the the
lip_r_con be affected by the
cheek_con at the same time.
So far I have two solutions both of them working. But I am still wondering if there are any “additive” constraints that I’m missing.
Is this possible?
P.S. For reference, below are the solutions I’m referring
P.P.S. The reason I’m fiddling with this already working solutions is additive constraint is how Houdini KineFX rigging functions by default. And its much more easier to layer controls and deformation.
Have just two offset groups.
cheek_con_off_grp (driven by constraints) ------jaw_con_off_grp (driven by node wrangling) ----------lip_R_con
Have just one offset group
cheek_jaw_con_off_grp (driven by node wrangling) ------lip_R_con
The difference between Sol A is that add the Matrix first of both controls before plugging the values.
I understand I can probably do some node wrangling where instead of directly using constraints to an object. Have two pseudo object to constraint