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Tag: components

Season 01 – Episode 15 – Component Encapsulation, Clean up

Rig Component Encapsulation and Clean up

First let me apologise for the audio. Only after the stream I realised how present the low hum is, and there isn’t a lot I can do about it after the fact. I figured out what it is and should be able to suppress it in the future.

As for the contents of the video itself there isn’t a whole lot to say. We perform some much needed house cleaning and start properly encapsulating into containers the various parts of the rig.

Enjoy,

Season 01 – Episode 11 – Component Live Guide

Component Live Guide

I have to admit this stream came out better than I expected. I quite like what it came to and the subject, Live Guide, is important to me.

The long story short about it is that we want to add guides to our components, but instead of the run-once or build approach we show how to create Live, dynamic Guide layers that can tweak a built component on the fly.

During the Stream, in a discussion about visualising simple data in Maya, I mentioned Cesar Saez’s work, You can find it here:
http://www.cesarsaez.me/2016/07/mscreen.html

On a related note: Someone else mentioned something and in context it sounded like it was a tool/plugin (MUIDrawManager). I only realised later, when I my brain was less crowded by talking about what I was doing, that they were referring to the Maya API object dealing with view draw. Nothing there that you won’t get from your Maya SDK Documentation.

Enjoy,

Season 01 – Episode 09 – Custom IK Integration in Leg Component

Custom IK Integration in Leg Component

Here we finally start on the leg component proper.
We take our simple solver (in expression form) from the previous day’s sketch and integrate it into a proper component.

We didn’t quite get to where I wanted to; that would have included adding up vectoring, but we progressed well with the interface and encapsulation side of things.

This is mostly a nodelling heavy session.

Enjoy,

Season 01 – Episode 07 – Component-ising Leg and Foot

Component-ising the Foot and Removing the Sketch

More nodeling again, but this time to extract and consolidate a Component.
This time around we identify and finish extracting and encapsulating all the front-loaded work for the “global” leg, and then isolate and clean up to cannibalise the sketch and remove dependencies on it where we can

Enjoy,

Pilot Season – Day 17 – Maya Assets for Encapsulation

Day 17 of the stream, A.K.A. Season Finale, and also where we show a use of Maya Assets (Containers) to encapsulate and establish a publishing front for rig components

This wraps up the pilot season of the stream. Thanks everybody for following.

This episode is about an often overlooked feature of Maya, at least in rigging, assets.

Also, courtesy of a viewer there is an answer to my ramblings about proxy attributes that takes place towards the end, and while for now it’s a commands only thing, and it will alter your graph in potentially circular ways, it seems serviceable already.
The flag I show in the API also has a related command flag to establish an attribute as a proxy, and it’s pretty simple to use.

In its mel form:

addAttr -ln "proxyName" -proxy "sourceObject.attr" targetObject

And here’s the video, Enjoy: