Bio-Constraint:

|  | Generate a mechanism that bio-constrain two transform nodes based on Maya's default nodes.

Bio-Constraint Workflow:

1. Select two constrainable transform nodes. The first selected transform node will first be the constraint master.

2. Click the bio constraint button , or the menu item in the right clicking menu of constraint tool icon in MGTools bar.

3. Two cross controller will be generated in the two transform nodes' pivot positions. The controllers are supposed to be keyframed if you need to.

Tips: The Bio-Constraint are just composed of two parent constraints.

The first selected transform node, it's cross controller will have an attribute called "BioConstraint_Weight", this is the attribute you use to switch who constrain whom.

Both the cross controllers have an attribute called: BioConstraint_Master, this is an informational attribute, "Yes" means now it is the constraint master,

"No" means it is now being constrained.

More Tips:

To avoid popping when the BioConstraint_Weight is switched: Select the two cross controllers, set keyframe them before the switch.

Don't worry about destroying the old hierarchies: If the two transform nodes have their parent hierarchies, the generated cross controllers will respect this, and also be driven by their parent hierarchies.

To escape of the bio-constraint relationship:The original transform nodes, they are just normally parent constrained by the cross controllers.

You can escape the relationship by just turn off the parent constraint weight.

The colors of the cross controllers: Will be green by default, because they all have constrain and set keyframe at frame -1.

Please keep these keyframes, to avoid the weird recursive transform when switching the bioconstraint.