Mayarigging
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Contents |
PYTHON RIGGING TOOL
Class Overview
Python shelf commands
Attribute Refference
Custom Node scripting language
NODE ATTRS
setxform addattr rootmanip mirror orient_joint
MANIPS
""" NOBUILD tag """
MANIP TYPES
flatbox square box circle giza
SCALED OFFSET MANIP
""" ASOM - (scaled offset manip) the bulk of the manip classes, this offers a way to not only interface to GL_PY_MANIP class but it has a series of pretransform options to custoize the scale and "look" of a manip """
'manip_scaled_offset','flatbox' ) 'mnp_scale_offset_pre' ,'[5,1,5]' 'mnp_rotate_offset_pre' ,'[0,0,0]' 'mnp_xform_offset_pre' ,'[0,0,0]' 'mnp_xform_offset' ,'[0,0,0]'
CONSTRAINTS
manip constrained to object (xform) mnp_cs_obj
#jnt_cnstrn_mnp ('null')#no value passed#
This will attach the local manip to the local joint via a parent constraint
if mnp_cs_obj attr is present, then
make a "motion-locked" constraint handle and attach it to specified xfrom
#grp_cnstrn_obj ('objectname') #pass a value#
parent constrain group of local to object that is passed as a value
#mnp_cnstrn_obj () parent contsrain local manip to object
CUSTOM DATASETS
SPINE
""" spine is the most complex data set, it inserts a second graph into specidied node the grap path is the attributes value it also contains a graph editor to create a spline based joint chain if none exists the numvertebra tag sets the number of vertebra the numclusters sets the number of controls the final rig has if numclusters is actually an interval (divide by total # verts) to place controls """
'build_spine' ,'C:/keith_def_spine.klsys' 'num_vertebra' ,'20' 'num_clusters' ,'7' 'stretch_factor' ,'.32'
REVERSE FOOT
""" reverse foot is pretty straightforward it looks for 3 joints beneath the tagged attr these become the template for the reverse foot control this gets parented to a GLmanip """
'reverse_foot_start' NOBUILD tag
NECKSPINE
""" NECKSPINE is a secondary spine (top half of spine) it is a "secondary graph" stored in the tags of multiple nodes the tags are indexed , so each item may have a specific sequence it then takes these objects and > creates a group node for each item >parentcontrains the item to the previous group this ensures transforms are intact when animated """
'add_neck_spine' ,'index_1' )
startik','rotateplane' orient_joint','y' jnt_cnstrn_mnp' add_neck_spine' endik','rotateplane' polevector', add_ik_manip' xform_group' add_neck_spine'


