To create a Point on
Poly constraint, you select a target mesh or a specific target point
on that mesh, then select the object you want to constrain to that target.
To create a Point on Poly constraint
- Select
a target mesh, or switch to Component mode to select a specific
vertex, edge, or face where you want to constrain the other object.
- -select
the object you want to constrain to the mesh.
TipTo ensure the object
is constrained in the position and orientation you expect, make
any necessary adjustments to its pivot point before you constraint
it to the mesh. (See
The pivot point and
Change the pivot point.)
- From the main menu bar, do one of the
following:
- Select Constrain > Point
on Poly to create the constraint with default options.
- Select Constrain > Point
on Poly > to set
options before creating the constraint, and continue with the following
steps.
- Do any of the following in the Point
on Poly Constraint Options:
- To add the Point on Poly constraint to
an animation layer, select the layer you want in the Animation
Layer drop-down menu.
- Click Add or Apply to
create the Point on Poly constraint.
- Select Edit > Save Settings to
save the constraint options you set.
- Select Edit > Reset Settings to
reset to the default constraint options.
If you selected an entire
mesh as the target, the constrained object moves to the origin when
you create the constraint. You can then adjust its position relative
to the target mesh by editing the U and V parameters in the constraint
attributes. See
Edit Point on Poly constraints.
If you selected a specific
vertex, face, or edge as the target, the constrained object is placed
at the precise UV co-ordinates of that point when you create the
constraint.