Tuesday, August 7, 2012

Using Custom Node Networks in Rigging


Using Custom Node Networks in Rigging from kyleMR on Vimeo.


of note.

Q: just for clarification for me and maybe others, the "custom node" is really a null grp with custom attrs added to it right? No outside plugin dependencies required?


A: I use network nodes actually, since they come in as a pretty blank slate. I like using those, since otherwise you'd end up with a lot of extra transforms in your outliner. I have seen similar things done with locators though, I think Jason Schleifer talked about a character node setup like that in 'Integrating a Creature Rig into a Production Pipeline'. But yes, since it's really just out of the box maya stuff with custom attributes, there are no plugin dependencies.






Kyle has a great blog and a lot of great info!


http://kylemr.blogspot.com/

Friday, June 29, 2012

Attribute Editor POP

I found an issue with maya ( i think in 2011) that the attribute editor, when torn off, can fall behind other maya windows. Using cntrl + a to call the attribute editor, would not actually pop it fwd, due to it only opens the attribute editor.  So if the attribute editor is already open, it doesn't do anything.

 to fix this I changed how cntrl+a works.



so I took the original hot key information, and commented out the two extra lines that are supposed to "raise" the attribute editor, and made it into a hot key.


AttributeEditor;
//toggleUIComponentVisibility "Attribute Editor";
//if(`isAttributeEditorRaised`){if(!`isChannelBoxVisible`){setChannelBoxVisible(1);} else {raiseChannelBox;}}else{openAEWindow;}



hth

-=s