2 Little questions about armatures


#1

Hi, i´m make a rig for a character, using to many armatures. The armatures are amazing!!, but i dn´t know if is possible to use a doble channel control (like pitch and heading when you press de r key in the center of the edit sphere) with a single button.

To modify a bone or other object with the controller drag, you can assign, what channel do you want to use with any of the muse keys, but, exist any channel that make reference to the ‘r’ or ‘m’ manipulator (2 channel controler)¿? :shrug:

My second question is if is possible create a expression controled by an armature, to control (by double click for example) the rotation or pos of a channel??

In my case, i wont to reset the rotation of an object (p:0, h:0, b:0) when i do a doubleClick on a control. How I can do??, its possible??

Thanks


#2

First question - in the armatures make sure you have the third column set to R (you’ll need to make the second column a rotation channel. With the armatures you can set any mouse button to any channel using the second column…Am I making sense? Is this what you mean?


#3

Second question: yes, you can use the “Compute Exression” click type action. For what you want to do, you could try it with the SetKeyValue function (expression), or with the CreateChannelKey function.


#4

DMack -> Yes !! this is the solution, In 5 months using messiah, I can´t see this great feature, Thanks, is very useful for me

Maks -> Thanks, this is the command that I need :wink:

Salu2


#5

Hi Maks, thank you for your answer, but I don´t know how to use this function :sad:

I have a bone called Spine3 to rotate mi column. I create a handle to control it, and create an expression named reset_sp3. The code is:

reset_sp3:

SetKeyValue(Jerty_Spine3, 0, pitch, 0) <- what means the third argument??

when make a double click in this handle, execute the expression, but but it does not pass anything …

what´s the matter?

Thanks again :thumbsup:


#6

Hmm, just tried it, and the expression works, but the problem is that the scene doesn’t get refreshed. A soon as you scrub the time slider it should do it.
You could build a script which also does a scene refresh and tie that to the armature. If you build an action script you could even have a menu that lets you select which item and which channel(s) you want to reset.
As for the last argument (I assume that’s the one you meant), it is the channel value.


#7

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