def rigElbow(self): #Check that shoulder has been done if not self.m_isShoulder: self.rigShoulder() #Rig for stretch self.m_stretchCtrl = rc.changeExt( self.m_joints.m_elbow1, "_stretch_CTRL" ) self.m_stretchCtrl = cmds.spaceLocator( n = self.m_stretchCtrl )[0] rc.orientControl(self.m_stretchCtrl, self.m_joints.m_shoulder) elbowDisplace = cmds.getAttr("%s.tx" %(self.m_joints.m_elbow1)) groups = rg.add3Groups(self.m_stretchCtrl, ["_SDK", "_CONST", "_0"]) cmds.parent(groups[2], self.m_shoulderGBLCtrl) cmds.setAttr("%s.tx" %(groups[2]), elbowDisplace) cmds.pointConstraint(self.m_stretchCtrl, self.m_joints.m_elbow1) # --- Elbow --- # self.m_elbowCtrl = rc.makeCTRL( self.m_joints.m_elbow1, False, True, ["_SDK", "_CONST", "_0"] ) cmds.parent(self.m_elbowCtrl+"_0", self.m_stretchCtrl) #Connect up double rotations try: cmds.connectAttr( self.m_joints.m_elbow1+".rotate", self.m_joints.m_elbow2+".rotate", f=1 ) except: print "Warning, double joint rotations seem to already be connected" #- lock and hide unused attributes -# rc.lockAttrs( self.m_stretchCtrl, ["ty", "tz", "rx", "ry", "rz", "sx", "sy", "sz"] ) rc.lockAttrs( self.m_elbowCtrl, ["tx", "ty", "tz", "sx", "sy", "sz"] ) rc.addToLayer(self.m_sceneData, "mainCtrl", [self.m_stretchCtrl, self.m_elbowCtrl]) #Add to controls rc.addToControlDict(self.m_allControls, "%s_FKElbowStretch" %(self.m_baseName), self.m_stretchCtrl) rc.addToControlDict(self.m_allControls, "%s_FKElbow" %(self.m_baseName), self.m_elbowCtrl) self.m_isElbow = True
def rigWrist(self): #Check that shoulder has been done if not self.m_isElbow: self.rigElbow() # --- Wrist --- # self.m_wristCtrl = rc.makeCTRL( self.m_joints.m_wrist, False, False, ["_SDK", "_CONST", "_0"] ) # Sort orientation rc.orientControl(self.m_wristCtrl+"_0", self.m_joints.m_elbow2) rc.copyTranslation(self.m_wristCtrl+"_0", self.m_joints.m_wrist) #Parent for neatness cmds.parent(self.m_wristCtrl+"_0", self.m_elbowCtrl) #Connect up to previous joint cmds.parentConstraint( self.m_joints.m_elbow2, self.m_wristCtrl+"_CONST", mo=1 ) cmds.pointConstraint( self.m_wristCtrl, self.m_joints.m_wrist, skip=["y", "z"] ) rc.lockAttrs( self.m_wristCtrl, ["ty", "tz", "rotate", "scale"], True, False ) # Add to controls rc.addToControlDict(self.m_allControls, "%s_FKWrist" %(self.m_baseName), self.m_wristCtrl) rc.addToLayer(self.m_sceneData, "mainCtrl", self.m_wristCtrl) self.m_isWrist = True