duplicate special - drawing override hiding some controls in the rig


#1

I have an irritating problem.

For some reason when I duplicate special my character with it’s etc. and everything, it hides a bunch of the controls. It puts drawing overrides on a bunch of the control curves.

It is very tedious to have to dig into the rig and remove them everytime, and also some overrides I can’t even find.

Does anyone else have this issue when using duplicate special on their rig?

And does anyone know a work around?

Thanks!


#2

Not quite sure why you are running into that wonky behavior.
If you are trying to get more than one copy of a full rig, I would just import as many copies as you need. You can then give each of them a unique string as a prefix. I do this instead of name spaces…I don’t like name spaces.
Or there is always referencing.
But that is a whole ball of pipeline stuff.
So yeah, import?


#3

thanks animated fox,
but importing brings up pipeline issues as well. We duplicate special because it keeps all the same shaders and still works with our vast amount of render layers (its for a live action cgi integrated creature).

It may have something to do with plopping things in the wrong display layers. Why can’t it just DUPLICATE what is there with the original creature?


#4

Well yes, that is definitely understandable why importing isn’t an option.

I’m not sure the best suggestion at this point as I don’t know how your characters are setup. I tried a duplicate special of one of our characters and it all worked as far as I can tell. But our drawing overrides are connected to controls, if we use them…so maybe there is less chance for them to go haywire as they are being explicitly set.

For what its worth, I am sure you know that the attribute spreadsheet is a great way to change to drawing overrides on as many objects as you feel like selecting. Don’t forget that there are drawing overrides on the transforms as well as shapes of most nodes…just to complicate matters.

The last suggestion to help troubleshoot this kind of maya-wonkery is to create a duplicate special cleanup script. As long as you have a solid naming convention it shouldn’t take too much time to have a script to go through and make sure everything is set the same as the source rig.
We have cleanup scripts like this for every step in the pipeline because there are so many things that can pop up.
Sorry I don’t have a more definite “helpful” suggestion.
Maintaining render layer membership stuff is annoying.
Good luck!
~Ben


#5

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