Hi, I’m migrating from a Max/Maya Pipeline and so far all seems to translate pretty well, there are a couple of things I don’t know how to d o in blender and any help would be greatly appreciated.
- In Max there is something called “Attachment constraint”, this attaches an object to a deforming face, this is simply using the face’s barycentric coordinates to position a transform and the face’s normal to orient it after the deformation stack has been evaluated.
In maya there is something similar (I think it’s point on poly constraint for position and normal constraint for orientation.)
anyone knows what the equivalent in blender would be?
2)in maya there’s the closest point constraint, this constraints a null to the closest point to a surface, and slides the the point on the surface if I move the original transform.
I made a similar constraint in max using raycasting.
Anyone knows a way to accomplish this?
Thanks so much in advance, I’ve heard so many good things about this community that it’s exciting to start being part of it.