Switching by object picking
Rigging
Solved the eye stretching problem with additional spurs.
Went through rig and renamed a lot of joints and controls.
Got ear controls working. Ear cluster selections can be hidden from the head control Enum switch, as well as activating and deactivating them. Used combination of IK twist and roll, and an added locator to move surrounding bones, in addition to cluster rotation.
Model fixes around eyes.
First pass skinning is done.
Got jaw working.
Added pupil size controls.
Planned improvements:
Jaw and whisker controls.
Head topology controls.
Controls for retractable claws.
Updated 2am 11/29: Added wire spheres for visible cluster hierarchy axes.
Scripts
Well, I had written a script today. earSelect.mel. But it's already obsolete.
I finally figured out how to make a self contained character which doesn't need external scripts for such things as selecting an object and that selects another object and deselects itself. I used this for ear cluster selection controls. The same process also helped me figure out how to make the foot axis switch work without having an extra "spare" channel in the expression. Essentially, I found that I could write an expression as a "global proc" and then run a script job that calls it, all within the .mb file. I also figured out how to turn the selection feature on and off. The current selection expression is completely brute force. I'm hoping I can figure out a more efficient way to state the expression.
This was one of those revelations that I couldn't find a single example of, other than using the Maya help file examples. I just put a couple of things together.
Planned improvements:
I still need to figure out how to make the object switch so I can use "undo". Right now, it hits "undo" and that actually calls the script again and contravenes the process of "undoing".
Updated 2am 11/29: Done. Undo works properly now.
Solved the eye stretching problem with additional spurs.
Went through rig and renamed a lot of joints and controls.
Got ear controls working. Ear cluster selections can be hidden from the head control Enum switch, as well as activating and deactivating them. Used combination of IK twist and roll, and an added locator to move surrounding bones, in addition to cluster rotation.
Model fixes around eyes.
First pass skinning is done.
Got jaw working.
Added pupil size controls.
Planned improvements:
Jaw and whisker controls.
Head topology controls.
Controls for retractable claws.
Updated 2am 11/29: Added wire spheres for visible cluster hierarchy axes.
Scripts
Well, I had written a script today. earSelect.mel. But it's already obsolete.
I finally figured out how to make a self contained character which doesn't need external scripts for such things as selecting an object and that selects another object and deselects itself. I used this for ear cluster selection controls. The same process also helped me figure out how to make the foot axis switch work without having an extra "spare" channel in the expression. Essentially, I found that I could write an expression as a "global proc" and then run a script job that calls it, all within the .mb file. I also figured out how to turn the selection feature on and off. The current selection expression is completely brute force. I'm hoping I can figure out a more efficient way to state the expression.
This was one of those revelations that I couldn't find a single example of, other than using the Maya help file examples. I just put a couple of things together.
Planned improvements:
I still need to figure out how to make the object switch so I can use "undo". Right now, it hits "undo" and that actually calls the script again and contravenes the process of "undoing".
Updated 2am 11/29: Done. Undo works properly now.

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