CONSTRAINT

Cluster to object

 

The Constraint->Cluster to Object command in the Actor and Motion modules performs the opposite of the Constraint->Object to Cluster constraint; it constrains all the points of a cluster to the centre of the constraining object or null. The cluster is gathered to one point that is repositioned at the object's centre.

This constraint could be used to create a trampoline by having each trampoline post being one object and each corner of the trampoline being constrained to a different post. Then if a character jumps on the trampoline, its corners remain constrained to the posts.

This constraint is compatible with object deformations. For example, a wave could also be applied to the same constrained object. The constraint operation is "added" to the object after the other deformation operations have been processed.

For more information about animating using constraints, see the Constraints section of the Animating User's Guide.

 

Procedure

  1. Create a cluster of points on the object to be constrained by tagging the points and choosing the Tag->Set Cluster command.
  2. If the object has more than one cluster, it is the active (current) cluster that is used as the constraint. Make sure you have selected the cluster to be current in the dialogue box that appears when you choose the Tag->Cluster List command.
  3. Select the object with clusters that is to be constrained.
  4. Choose the Constraint->Cluster to Object command.
  5. Pick the object that is to act as a constraint.

    The constraining object flashes red.

  6. Right-click to end the mode.

All the points in the cluster are gathered into one point and repositioned to the centre of the constraining object. When a transformation is performed on the object, the cluster follows the object.

 


Last updated 03-apr-1998