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Pickman
06-07-2005, 08:07 PM
Hey there, I'm experimenting facial rigging (on maya 6.0.1) and the use of softmodhandle constrained to locator.
This is going quite well, but now I would like a control (curve for instance) driving multiple locators at the same time, How can I do that ?
I'm looking for something like the rivetscript on polygon surfaces, is there something available on highend or somewhere else to attach locators to points on a curve ?

THX a lot

Matt Leishman
06-07-2005, 08:16 PM
well, i know you can use a simple geometry constraint to constrain those locators onto curves .

in the rivet script, really what's happening under the hood is the use of the pointOnSurfaceInfo node that is attaching the object to a nurbs surface created from lofting between poly edges. for the functionality you want, you can use something like the pointOnCurveInfo node to have locators ride along a curve. PM me if you have any questions on how to set it up and i'll see if i can point you in the right direction.

john_homer
06-07-2005, 11:30 PM
just use a motion path.

.j

Matt Leishman
06-07-2005, 11:38 PM
ya, or you could try that.

(john, how come i'm always saying that in response to your posts??? :wise:)

john_homer
06-07-2005, 11:45 PM
(john, how come i'm always saying that in response to your posts??? :wise:)

because I'm a darker shade of green than you.

.j

Pickman
06-18-2005, 11:45 AM
Heya guys, I'm not green :-) I'm trying the motionpath node today,I miss a step here:

from the doc:
"Connect its geometryPath attribute to the curve node".

I created an implicit box, a curve with the draw curve tool and now that I select both in the connection editor I get the motionpath attribute, but what should it be connected to in the curve ? everything is pretty much greyed out in the curve attributes list ?

THX

king21
06-18-2005, 12:31 PM
Hello!

I wrote a script for this, what it creates is four joints on the curve using point in curve info node.

whit litle modification you can create clusters or whathever you want insted of joints, you can also made more or less tthen four (offcourse with script modification)

Every joint also have parameter so that you can move it along curve on whichever position you want.


You can download the script from my portfolio page in rigging section melscripts.

it is called parentJointOnCurve

www.jureprek.com




I hope it helped.

Pickman
06-19-2005, 10:20 PM
Yep, that's nice, thx for the support but I actually want to figure out first what's happening in Maya before using script:

"Connect its geometryPath attribute to the curve node".
But to which attribute ?
THX

king21
06-20-2005, 06:32 AM
Ok!

If you read through the script you can pretty much figure out what happens in maya.

Basically you need to get the possition from the point on the curve and pass it to the object translate.

Position on the curve you get from curve info node, it gves you a parameter and it tels you the world position of point at that patrameter.


I hope it explains

Pickman
06-20-2005, 10:22 AM
Hey there, I din't realize I needed an extra node, I'm quite a noob in utility nodes applications, so yep, it works fine with the curveinfo node.
I didn't have time to check the hypergraph yesterday while testing your script, it keeps spitting info about the history being off though, doesn't seem to alter the result.

Have you tried generating the script with softmod nodes ? That could be faster than clusters.
I'm going through your script as we speak to increase the array size and generation of infonodes. This is a handy script
It is well scripted I think, some of the code i sometimes see is harsh to follow :-)
I'll try to make it with softmod these days.
Just Animate>motion>attachtomotionpath works great as well, a lot quicker and simple to achieve :)
THX John Homer.

THX all

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