View Full Version : FkIk_jsSetupArm
rhythmone 08-06-2003, 02:09 AM Does anyone know if there are any issues around freezing/not freezing the trans on the wrist and elbow controller after running this script?
I canNOT freeze the transform.... So how could I then zero out the character to return to the neutral/bind pose? (and is being able to return this pose really that big of a deal?)
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rhythmone
08-06-2003, 02:20 AM
.....also, are there any issues with using this setup along with the autoOriented shoulder setup?
wxhqy
08-06-2003, 02:28 AM
I think you can disable all the IK and Constrain....
then select all the joints, in the scriptEditer, you can copy the last mel command and add the rotate mel command, like this:
"select -cl ;
select -r Back_Root Left_Pelvis Left_Hip Left_Knee Left_Ankle Left_Heel Left_Ball Left_Toe Right_Pelvis Right_Hip Right_Knee Right_Ankle Right_Heel Right_Ball Right_Toe Back_A Back_B Back_C Back_D Back_E Back_Shoulder Neck_A Neck_B Neck_C Jaw_A Skull Jaw_B Jaw_C Left_Collar Left_Shoulder Left_Elbow Left_Forearm Left_Wrist Left_Thumb_D Left_Thumb_C... ...;
rotate 0 0 0 ;"
make it a mel button!
jschleifer
08-06-2003, 03:41 AM
I usually don't freeze transforms on anything anymore because maya doesn't always handle it well..
if you want something to be zero, you can always parent it to something and zero it out, then move hte parent to the location of the object..
$objs = `ls -sl`;
for ($ob in $objs)
{
$grp = `group -empty`;
select $ob $grp;
$pc = `pointConstrain`;
$oc = `orientConstrain`;
delete $pc $oc;
parent $ob $grp;
setAttr ($ob + ".t") 0 0 0;
setAttr ($ob + ".r") 0 0 0;
}
something like that?
rhythmone
08-06-2003, 05:21 AM
Got it.... thanks to both of you! I am so close to having my whole rig done! :applause:
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