Here's a few tips on how to use controller nodes for a more complex/user friendly pickwalking setup which can reduce the need for custom pickwalking scripts.
part 1 - Background/overview:
• (part 1) Better Maya controller node pickw...
part 2 - Main principles:
• (part 2) Better Maya controller node pickw...
part 3 - Additional complexity:
• (part 3) Better Maya controller node pickw...
part 4 - Suggestions for Maya developers:
• (part 4) Better Maya controller node pickw...
Just to clarify, this is not about rig controls (nodes that you use to control a rig) - it's specifically about the new(ish) controller nodes in Maya that have some pickwalking built into them. Look here for a developer's breakdown of the controller nodes:
• Maya 2017: Controller Nodes (Part 1)
• Maya 2018: Controller Nodes (Part 2)
The controller node pickwalking seems to work pretty great for simple 'control hierarchies' but becomes less useful as you branch off more and more siblings/grandsiblings. I posted a question on the maya forums about some pickwalking issues I ran across using these controller nodes and it gained no responses after 2 weeks... So, I did some experimenting and found a few tricks to make it inherently work a little better. If you are interested, here's a link to that question on the forums:
https://forums.autodesk.com/t5/maya-a...
I wanted to try my best to not require a custom pickwalking setup to keep extra 'clutter' down to a minimum - whether writing my own, or using some that can be found online... If Maya can inherently do something, it usually works faster than jumping through some other hoops yourself. Fortunately, I was able to get something that works pretty nicely for possibly 90-95% of situations. I also made some suggestions that would push it over the edge to 'fully usable' status that the developers will hopefully take into consideration.
here's the script I wrote for grouping controller nodes and maintaining the 'parent chain' of controller nodes:
import maya.cmds as mc
group selected controls and parent group to first control's
parent to retain an unbroken chain
#
controls = mc.ls(sl=True)
plug = '%s.parent' %mc.listConnections(controls[0], type='controller')[0]
parent_plugs = mc.listConnections(plug, p=True)
mc.controller(controls, group=True)
buf = mc.listConnections(plug)[0]
if parent_plugs:
for parent_plug in parent_plugs:
mc.connectAttr('%s.parent' %buf, parent_plug)
mc.connectAttr('%s.prepopulate' %parent_plugs[0].partition('.')[0], '%s.prepopulate' %buf)
I hope you find this to be useful! Feel free to leave any questions or comments.
In questa pagina del sito puoi guardare il video online (part 1) Better Maya controller node pickwalking tutorial della durata di ore minuti seconda in buona qualità , che l'utente ha caricato Jarred Love 10 ottobre 2017, condividi il link con amici e conoscenti, su youtube questo video è già stato visto 3,257 volte e gli è piaciuto 41 spettatori. Buona visione!