Making of clean rig controls

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  04 April 2014
Originally Posted by hazmondo: Thanks for the response,

I got it working, I used empty shape nodes first but they only give a wireframe display so I then tried out duplicating the skin mesh which in the end gives you the shaded model which is nice!

Yes, you have to assign a shader to an empty shape in order for it to display shaded after you feed it a mesh connection.

Just so you know, you can create any poly object (cube for example) and pump another shape's outMesh into its inMesh and the cube will appear exactly like the other shape.
 
  05 May 2014
Originally Posted by hazmondo: Thanks for the response,

I got it working, I used empty shape nodes first but they only give a wireframe display so I then tried out duplicating the skin mesh which in the end gives you the shaded model which is nice!

I think I could reproduce the method, but I couldn't properly explain it to someone else - but like I said, I'm pretty inexperienced with Maya.

Thanks for the explanation,
-Harry


Cool. Yup, like Marcos mentioned, you'll need to assign a shader and it'll be shaded again.

Essentially, when you connect shape nodes like this (as Marcos mentioned), you're replacing the shape node with the new one. Which is why this can be quite powerful. Especially when you want deform stuff in layers, you can connect shapes to the pre-deformed (orig nodes) and have it propagate down the chain.

Changing the space of the shape is more of a 3d math thing than a maya specific thing I'd say. As you're changing the local space for the shape. Though I'm not entirely if other software allows you to do that on the fly or something when you're adding anything to transform nodes.
 
  05 May 2014
Just curious: Have any of you done this without the deleteComponent nodes, by splitting the mesh and then copying the skinCluster? What seems to be the fastest way to accomplish this, in your opinions?
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  05 May 2014
Originally Posted by kattkieru: Just curious: Have any of you done this without the deleteComponent nodes, by splitting the mesh and then copying the skinCluster? What seems to be the fastest way to accomplish this, in your opinions?

You can definitely split the mesh and copy the skincluster, though, remember, that will be doing a skincluster calculation on each piece then. When you use the source mesh, it's only calculating for the one skincluster, so theres no extra overhead when you do that and delete the faces you need.

I'm writing a tool to streamline this process, just select faces and it'll make the connections and delete the faces it would need. Should cut down the time to create controls by quite a lot.
 
  08 August 2014
If anyone's interested, I've been working on a tool to automate some of this setup:

https://vimeo.com/102143015
 
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