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In the Animation or Rigging menu set:
Constrain > Proximity Pin >
This topic covers the options in the
Proximity Pin window. To
create a
proximityPin node, see
Create a Proximity Pin.
Note: There are additional controls for the Proximity Pin constraint in the
Attribute Editor Proximity Pin tab. They are described in this topic, after the
Connections and
Coordinate System sections.
Connections
The
Connections area contains what transforms will be connected to the input and the output of the node.
Note: Connection options cannot both be set to
Existing Transform or a cycle would be created. You can have multiple inputs or outputs on a node.
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Input
- Sets the input matrix connection on the
Proximity Pin node in the
Node Editor.
New Locator
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Duplicates the selected transforms as locators called pinInput andconnects them to the proximityPin node's input. (This is the default.)
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Existing Transform
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Uses the selected transforms and connects them to the proximityPin node's input.
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New Transform
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Duplicates the selected transforms as transforms called pinInput and connects them to the proximityPin node's input.
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Matrix
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Adds input plugs to the node
without connecting locators or transforms.
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Output
- Sets the Output matrix connection.
Existing Transform
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Uses the selected transforms and connects them to the proximityPin node's output. (This is the default.)
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New Locator
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Creates a new locators at the closest points on the surface and connects them to the node's output.
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New Transform
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Creates new transforms at the closest points on the surface and connects them to the node's output.
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Matrix
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Creates, but does not connect, any input plugs on the node, leaving the connection available.
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Coordinate System
The
Coordinate System area lets you set how the pin coordinates are derived from the geometry surface. Because
Proximity Pin is procedural, you can continue to edit these settings in the
Attribute Editor after creation.
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Mode
- Specifies how the coordinate system is derived from the surface.
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UV Set
- Specifies a UV set to be used for the coordinate system when the mode is set to
UV.
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Normal axis
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Specifies what axis of the coordinate system of the outputs to align with the surface normal. Cannot be the same as
Tangent axis.
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Tangent axis
- Specifies what axis of the coordinate system of the outputs to align with the surface tangent. Cannot be the same as
Normal axis.
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Maintain Offset
- Preserves the initial offset between the input matrix and the
Original Geometry. After creation, the
Attribute Editor lets you control the translation and orientation of the offset independently and supports fractional amounts. If you activate
Maintain Offset in the
Proximity Pin window, they are both initially set to 1. If you disable
Maintain Offset, the translation and orientation offsets are both initially set to 0.
Attribute Editor options
The
Attribute Editor
Proximity Pin tab contains extra settings that are not covered in the
Connections and
Coordinate System sections.
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Envelope
- How much transformation to apply. 1.0 is full transformation and 0.0 is no transformation.
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Coordinate Mode
- Same setting as
Mode in the
Coordinate System area, above.
- Offset Translation
- Controls the amount of the original surface offset to use. 1.0 keeps full bind translation offset, and 0.0 forces the object to stay on the surface.
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Offset Orientation
- Controls the amount of original surface offset to use. A value of 1.0 keeps the full bind orientation offset, and a value of 0.0 uses the orientation derived from the surface.
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Normal Override
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Set
Normal Override to
Rail to let you connect the
Proximity Pin constraint to Rail Curve geometry.