ExoSwitch Constraint

ExoSwitch Constraint




For years, traditional unidirectional constraining paradigms have been used to create rigs for animators. These unidirectional constraints force Character Technical Directors to deliver rigs into the pipeline with that single direction state built-in. This paradigm has proven to be quite limiting in the scope of the complex animations and characters required in film and games today. As Animators ask for more features to pose and interface with their characters, the Character Technical Director community has had to maintain multiple complicated rigs, each designed to accommodate a specific shot or sequence. This is where the ExoSwitch Constraint system shows its versatility.

The ExoSwitch Constraint system is by nature a bi-directional constraint built to give the user the ability to determine "direction" on the fly. And to remove the problem of delivering a character into the pipeline in a pre-determined state, the constraint fully supports animating which transforms at any given time to represent the drivers of the system. Using masks, the constraint itself can be configured on the fly giving unprecedented versatility and simplicity to the Character Technical Director and Animator.


The constraint is immediately usable after download but a permanent license needs to be issued by ExoTools within 30 days from the first usage of the plugin. Consult the documentation to learn how to request and install the license.

Hilfe lesen

Informationen zu dieser Version

Version 1.0.0, 03.01.2018
A Bi-directional Constraint for Maya.

Screenshots und Videos


(0 Bewertung)


Technische Hilfe erhalten
Nach oben