View Full Version : Rigging Controllers
cmdrhappy 07-24-2006, 05:17 PM Im trying to make a controller for my entire character in maya, the controller itself is the problem not the set up and attachment to the rigging.
Im trying to add the character name to the base controller which is now just a Nurbs Circle, and I've drawn in his name as a Nurbs Curve inside it. but I don't want the users to be able to select the name seperate from the Circle, can anyone give me an idea as to what I can do to keep the 2 curves together that doesn't deform the curves themselves (which is what attach curve does)
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stewartjones
07-24-2006, 05:50 PM
parent the name to the controller, then template them? Or maybe lock the node completely?
cmdrhappy
07-24-2006, 06:00 PM
im not familier with templating, but im was thinking something along the same lines, anychance you could explain a bit more indepth for me please, It would be very appreiciated, Thanks alot =D
EDIT= *Shakes head in shame* I guess I just didn't get your wording but Yea I know what a templated layer is http://forums.cgsociety.org/images/icons/icon10.gif
enbee
07-24-2006, 06:25 PM
Parent the name to the controller, like vyntax said. Then put the name on a layer and set that layer to Template or Reference. This will make it so the user won't be able to select the name, but it will still be visible.
Or you could do a script job. I don't know how familiar you are with this sort of thing. But you can make a script job that changes the current selection to the control whenever you select the name. So if the user attempted to select the name it would automatically select the control instead. Look up scriptNode in the MEL docs.
cmdrhappy
07-24-2006, 06:51 PM
Enbee the MEL script for it was my first choice but I've been having issues making the selection script work, I think im gonna end up going with the Templated/Ref. Layer idea first. and looking more into the MEL half of it later. Thanks for the support. http://forums.cgsociety.org/images/icons/icon13.gif
enbee
07-24-2006, 07:37 PM
Well you should definitely go with what you are comfortable with. But here is some code anyway just in case you want to play around with it.
In the file I tested it on the control was called "controlCurve" and the name was "textName". textName was a child of controlCurve.
global proc selectControl()
{
string $selected[] = `ls -sl`;
for ($s in $selected)
{
if ($s == "textName")
{
select -deselect "textName";
select -add "controlCurve";
}
}
}
scriptJob -event "SelectionChanged" selectControl;
cmdrhappy
07-24-2006, 08:41 PM
Thanks for the code, im definitly gonna play with it a bit and try getting it working. Thanks a Ton, this should keep the animators happy.http://forums.cgsociety.org/images/icons/icon13.gif
stewartjones
07-25-2006, 08:19 AM
If you don't wanna script it you could just go to the drawing overrides and template it there? That would mean there's no layer there for your animators to play around with, 'coz you just know they'll turn it on to find out anymore goodies you may have put in the rig! :)
enbee
07-25-2006, 02:56 PM
That works too! Even more simple! :thumbsup:
cmdrhappy
07-26-2006, 05:29 PM
That works aswell. I can't believe how right you are about them animators wanting to play with it, I've already smacked a few hands http://forums.cgsociety.org/images/icons/icon12.gif
Gnimmel
08-03-2006, 03:08 PM
You don't have to use a layer to make a object templated. You can set the object shape's drawing override to template, which will keep things cleaner and stop an animator from changing the layer properties. Simply go to the shape node and under Drawing Overrides, turn on Enable Overrides. You can now change the Display Type to template or reference etc.
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