View Full Version : Two controls, Different Nodes, Controlling One Attribute
cgcreator 06-30-2003, 08:32 AM I want to make an IK blend switch that will control the blend from IK to FK but in two places (one at the wrist, and one on the main character circle)... I already know how to create the switch and the whole IK FK setup... my question is how do I create a second control switch to control the same effect. I want to be able to be able to grab the wrist and change from IK to FK, but also be able to change it at main character circle, all while updating the switch in the other spot. Did I make sense? Hope I explained it right.
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dwalden74
06-30-2003, 09:51 AM
Doesn't sound too hard, although this may end up rather confusing for the animator. After you set up the IKFK arm
(with IKFK blend attribute on some node), you'll have to set up another "switch" that controls this IKFK blend attribute. This switch can be in the form of an expression, utility node, whatever, and would take inputs from the 2 different control objects' attributes, and would output to the IKFK blend attribute. I might do it with a blendTwoAttr node, for example.
Only problem is (from the animator's standpoint), not only do you now have to worry about switching between IK and FK (which is already a pain in the neck), but you also have to worry about *which control node* is controlling the IKFK blend...
Hope this helps a bit...
:beer:
David
cgcreator
06-30-2003, 10:00 AM
Thanks for the help...
I would like it if both of the control nodes to be able to control it equally... both nodes would have the same number in them controlling the switch. Like if you change the attribute on the hand to “1”, the one the character circle would now be “1” too and if you change the one of the character circle back to “0” the one on the hand would change back as well. That way I can have a master control on the character circle along with one on the wrist that I can change on the fly and one would change the other to match.
dwalden74
06-30-2003, 10:23 AM
Yeah, I hear ya', but that's the big bugger in Maya....no cycles!!! :banghead:
-d
ajk48n
06-30-2003, 07:08 PM
The attrFieldSliderGrp command will link a slider group with another attribute, and they will both affect each other. As far as I know they have to be in a window, but there may be another way to use them. Run this, and see how it works:
string $objectName[] = `sphere`;
window;
columnLayout;
attrFieldSliderGrp -attribute ($objectName[0]+".translateX") -min -10 -max 10 -label ($objectName[0] + " Translate X");
showWindow;
cgcreator
06-30-2003, 09:23 PM
Thanks alot that is a great idea. ill see what i can do with it.
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