コード例 #1
0
ファイル: IKArm.py プロジェクト: jaredauty/Rigging
 def setupIK(self):
     #Create shoulder 
     self.m_shoulderCtrl = cmds.spaceLocator(
         n=self.m_joints.m_shoulder.replace("_JNT", "_LOC")
         )[0]
     # Add to controls
     rc.addToControlDict(self.m_allControls, "%s_IKShoulder" %(self.m_baseName), self.m_shoulderCtrl)
     rc.addToLayer(self.m_sceneData, "hidden", self.m_shoulderCtrl)
     rc.orientControl(self.m_shoulderCtrl, self.m_joints.m_shoulder)
     rg.add3Groups(self.m_shoulderCtrl, ["_SDK", "_CONST", "_0"])
     cmds.parent(self.m_shoulderCtrl+"_0", self.m_group, r=1)
     cmds.pointConstraint(
         self.m_shoulderCtrl, 
         self.m_joints.m_shoulder, 
         mo=1
         )
     desiredName = self.m_wristCtrl.replace("_CTRL", "_IK")
     self.m_ikHandle = cmds.ikHandle(
         n = desiredName, 
         sj = self.m_joints.m_shoulder, 
         ee = self.m_joints.m_wrist, 
         sol = "ikRPsolver", 
         see = True
         )[0]
     # deselect so we don't get errors
     cmds.select(d=1)
     rc.addToLayer(self.m_sceneData, "hidden", [self.m_ikHandle])
     cmds.parent(self.m_ikHandle, self.m_wristCtrl)
     self.setupPoleVec()
コード例 #2
0
ファイル: FootRig.py プロジェクト: jaredauty/Rigging
 def __init__(
         self, 
         _sceneData,
         _name,
         _baseName,
         _topJoint,
         _toePivot,
         _heelPivot,
         _insidePivot,
         _outsidePivot,
         _footMain,
         _ankleIK,
         _parentFK,
         _parentBIND,
         _parentTwist,
         _blendControl = False,
         _blendAttr = "IK_FK_Blend"
         ):
     self.m_sceneData = _sceneData
     self.m_name = _name
     self.m_baseName = _baseName
     self.m_group = cmds.group(n="%s_GRP" %(self.m_name), em=True)
     self.m_topJoint = _topJoint
     self.m_footToePivot = _toePivot
     self.m_footHeelPivot = _heelPivot
     self.m_footInsidePivot = _insidePivot
     self.m_footOutsidePivot = _outsidePivot
     self.m_footMain = _footMain
     self.m_ankleIK = _ankleIK
     self.m_parentFK = _parentFK
     self.m_parentBIND = _parentBIND
     self.m_parentTwist = _parentTwist
     self.m_blendAttr = _blendAttr
     self.m_allControls = {}
     if _blendControl:
         self.m_blendControl = _blendControl
     else:
         self.m_blendControl = cmds.circle(
             n="%s_blend_CTRL" %(self.m_name),
             )[0]
         rc.addToControlDict(
             self.m_allControls,
             "%s_IKFKBlend" %(self.m_blendControl),
             self.m_blendControl
             )
         cmds.parent(self.m_blendControl, self.m_group)
     if not cmds.objExists(
             "%s.%s" %(self.m_blendControl, self.m_blendAttr
             )):
         cmds.addAttr(
             self.m_blendControl,
             ln=self.m_blendAttr,
             at="float",
             min = 0,
             max = 1,
             dv = 0,
             k=1
             )
コード例 #3
0
ファイル: IKArm.py プロジェクト: jaredauty/Rigging
 def rigWrist(self):
     self.m_wristCtrl = rg.stripMiddle(self.m_joints.m_wrist, 0, 1)+"_CTRL"
     self.m_wristCtrl = cmds.spaceLocator(n = self.m_wristCtrl)[0]
     rc.orientControl(self.m_wristCtrl, self.m_joints.m_wrist)
     rg.add3Groups(self.m_wristCtrl, ["_SDK", "_CONST", "_0"])
     cmds.parent(self.m_wristCtrl+"_0", self.m_group, r=1)
     # Add to controls
     rc.addToControlDict(self.m_allControls, "%s_IKWrist" %(self.m_baseName), self.m_wristCtrl)
     rc.addToLayer(self.m_sceneData, "mainCtrl", self.m_wristCtrl)
コード例 #4
0
ファイル: FKArm.py プロジェクト: jaredauty/Rigging
    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
コード例 #5
0
ファイル: IKArm.py プロジェクト: jaredauty/Rigging
    def setupPoleVec(self):
        middleName = rg.stripMiddle(self.m_joints.m_shoulder, 0, 3)
        desiredName = self.m_name+"PoleVec_LOC"
        self.m_poleVec = cmds.spaceLocator(n = desiredName)[0]
        # Add to controls
        rc.addToControlDict(self.m_allControls, "%s_IKPoleVec" %(self.m_baseName), self.m_poleVec)
        rc.addToLayer(self.m_sceneData, "mainCtrl", self.m_poleVec)
        cmds.addAttr(
            self.m_poleVec, 
            ln=self.m_poleVecPinAttr, 
            min=0, 
            max=1, 
            k=True, 
            dv=0
            )
        cmds.addAttr(
            self.m_poleVec, 
            ln=self.m_maxStretchAttr, 
            at = "float", 
            min=0, 
            dv=10, 
            k=1
            )
        self.m_maxStretch = "%s.%s" %(self.m_poleVec, self.m_maxStretchAttr)
        rc.orientControl(self.m_poleVec, self.m_joints.m_elbow1)
        groups = rg.add3Groups(self.m_poleVec, ["_SDK", "_CONST", "_0"])
        cmds.poleVectorConstraint(self.m_poleVec, self.m_ikHandle)
        cmds.parent(groups[-1], self.m_group, r=1)
        # Lock unused attributes
        rc.lockAttrs(
            self.m_poleVec,
            ["scale", "rotate"],
            True,
            False
            )


        axis , offset = self.getPoleVecAxis(2)
        if axis != "":
            cmds.setAttr("%s.t%s" %(groups[1], axis), offset) 

        #Create line
        midGroup = cmds.group(em=1, n=self.m_name+"PoleVec_GRP")
        cmds.parent(midGroup, self.m_group)
        cmds.pointConstraint(self.m_joints.m_elbow1, midGroup)
        cmds.pointConstraint(self.m_joints.m_elbow2, midGroup)
        lineNodes = rc.createLine([self.m_poleVec, midGroup], self.m_sceneData, "mainCtrl")
        cmds.parent(lineNodes[0], self.m_group)
コード例 #6
0
ファイル: FKArm.py プロジェクト: jaredauty/Rigging
 def rigShoulder(self):
    try:
        # --- Shoulder --- #
        #Create shoulder controls
        gimbalCtrls = rc.makeGimbalCTRL(
             self.m_joints.m_shoulder, 
             False, 
             True
             )
        self.m_shoulderGBLCtrl = gimbalCtrls[0]
        self.m_shoulderCtrl = gimbalCtrls[1]    
        # Add to controls
        rc.addToControlDict(self.m_allControls, "%s_FKShoulder" %(self.m_baseName), self.m_shoulderCtrl)
        rc.addToControlDict(
           self.m_allControls,
           "%s_FKShoulderGBL" %(self.m_baseName),
           self.m_shoulderGBLCtrl
           )
        rc.addToLayer(self.m_sceneData, "mainCtrl", gimbalCtrls)      
        self.m_isShoulder = True
        cmds.parent(self.m_shoulderCtrl+"_0", self.m_group, r=1)
        cmds.pointConstraint(
             self.m_shoulderGBLCtrl, 
             self.m_joints.m_shoulder
             )
        #Sort out scaling
        cmds.scaleConstraint(
             self.m_shoulderGBLCtrl, 
             self.m_joints.m_shoulder
             )
         
        #Lock unused attributes
        rc.lockAttrs(
             self.m_shoulderCtrl,
             ["translate", "scale"],
             True,
             False
             )
        rc.lockAttrs(
             self.m_shoulderGBLCtrl,
             ["translate", "scale"],
             True,
             False
             )
    except:
        print "WARNING: FK Shoulder setup was unsuccessful!"
        self.m_isShoulder = False
コード例 #7
0
ファイル: FKFoot.py プロジェクト: jaredauty/Rigging
    def createToe(self):
        if not self.m_ankleGenerated:
            self.createAnkle()
        self.m_toeCtrl = cmds.circle(
            n="%s_toe_CTRL" %(self.m_name),
            nr=(1, 0, 0)
            )[0]
        rc.addToControlDict(self.m_allControls, "%s_FKToe" %(self.m_baseName), self.m_toeCtrl)
        rc.addToLayer(self.m_sceneData, "mainCtrl", self.m_toeCtrl)
        rc.orientControl(self.m_toeCtrl, self.m_joints[1])
        groups = rg.add3Groups(self.m_toeCtrl, ["_SDK", "_CONST", "_0"])
        cmds.parentConstraint(self.m_toeCtrl, self.m_joints[1])
        cmds.parent(groups[-1], self.m_ankleCtrl)

        self.m_toeGenerated = True
        #Lock unused attributes
        rc.lockAttrs(self.m_toeCtrl, ["translate", "scale"], True, False)
コード例 #8
0
ファイル: ArmRig.py プロジェクト: jaredauty/Rigging
    def __init__(
            self,
            _sceneData,
            _joints,
            _name,
            _baseName,
            _twistAxis="y",
            _rigWrist=True,
            _blendControl=False
            ):
        self.m_sceneData = _sceneData
        self.m_startJoints = aj.ArmJoints(_joints)
        # Make sure to strip blendParent2 attribute otherwise ik fk blending
        # can break. This sometimes happens if joints are taken from a previous
        # version of the rig and used to generate a new one.
        for joint in self.m_startJoints.getJointList():
            rc.stripAttr(joint, "blendParent2")

        self.m_name = _name
        self.m_baseName = _baseName
        self.m_group = "%s_GRP" %(self.m_name)
        if not cmds.objExists(self.m_group):
            self.m_group = cmds.group(n=self.m_group, em=True)

        self.m_twistAxis = _twistAxis
        self.m_rigWrist = _rigWrist
        self.m_blendControl = _blendControl
        self.m_isMirrored = self.checkMirroring()
        self.m_allControls = {}
        if not self.m_blendControl:
            self.m_blendControl = cmds.circle(n=self.m_name+"_IKFKBlend_CTRL")[0]
            cmds.parent(self.m_blendControl, self.m_group)
            rc.addToLayer(self.m_sceneData, "mainCtrl", self.m_blendControl)	
            rc.addToControlDict(self.m_allControls, "%s_IKFKBlend" %(self.m_baseName), self.m_blendControl)
        self.m_isGenerated = False
        
        # stretch chain parameters
        self.m_numUpperControls = 2
        self.m_numLowerControls = 2
        self.m_numUpperJoints = 5
        self.m_numLowerJoints = 5
        self.m_upperStretchJoints = False
        self.m_lowerStretchJoints = False
コード例 #9
0
ファイル: BINDArm.py プロジェクト: jaredauty/Rigging
 def rigWrist(self):
     gimbalCtrls = rc.makeGimbalCTRL(self.m_joints.m_wrist, False, False)
     self.m_wristCtrl = gimbalCtrls[1]
     self.m_wristGBLCtrl = gimbalCtrls[0]
     rc.addToControlDict(self.m_allControls, "%s_bindWrist" %(self.m_baseName), self.m_wristCtrl)
     rc.addToControlDict(self.m_allControls, "%s_bindWristGBL" %(self.m_baseName), self.m_wristGBLCtrl)
     rc.addToLayer(self.m_sceneData, "mainCtrl", gimbalCtrls)
     #Lock controls
     for control in [self.m_wristCtrl, self.m_wristGBLCtrl]:
         cmds.setAttr(control+".translate", l=1)
         cmds.setAttr(control+".scale", l=1)
     
     cmds.parent(self.m_wristCtrl+"_0", self.m_group)
     cmds.pointConstraint(self.m_joints.m_wrist, self.m_wristCtrl+"_CONST")
     cmds.orientConstraint(
         self.m_wristGBLCtrl, 
         self.m_joints.m_wrist, 
         mo=True
         )
コード例 #10
0
ファイル: FKArm.py プロジェクト: jaredauty/Rigging
 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
コード例 #11
0
ファイル: ArmRig.py プロジェクト: jaredauty/Rigging
    def generate(self):
        cmds.cycleCheck(e=False)
        # -- Duplicate joints and rename for IK-FK switch --- #
        self.m_bindJoints = self.duplicateJoints(self.m_startJoints, "BIND")
        rc.addToLayer(self.m_sceneData, "ref", self.m_bindJoints[0])
        self.m_ikJoints = self.duplicateJoints(self.m_startJoints, "IK")
        rc.addToLayer(self.m_sceneData, "ref", self.m_ikJoints[0])
        self.m_fkJoints = self.duplicateJoints(self.m_startJoints, "FK")
        rc.addToLayer(self.m_sceneData, "ref", self.m_fkJoints[0])

        # -- Create shoulder locator -- #
        self.m_shoulderLocator = self.m_name+"_shoulder_CTRL"
        self.m_shoulderLocator = cmds.spaceLocator(n=self.m_shoulderLocator)[0]
        rc.addToLayer(self.m_sceneData, "detailCtrl", self.m_shoulderLocator)
        rc.orientControl(self.m_shoulderLocator, self.m_startJoints.m_shoulder)
        shoulderGRPs = rg.add3Groups(
            self.m_shoulderLocator, 
            ["_SDK", "_CONST", "_0"]
            )
        cmds.parent(shoulderGRPs[-1], self.m_group)
        # -- Setup FK rig -- #
        tmpList = self.m_fkJoints.getJointList()
        self.m_fkRig = fk.FKArmRig(self.m_sceneData, tmpList, self.m_name+"_FK", self.m_baseName)
        self.m_fkRig.generate()
        cmds.parent(self.m_fkRig.m_group, self.m_group)
        cmds.parentConstraint(
            self.m_shoulderLocator, 
            self.m_fkRig.getMainTransform(),
            mo=True
            )
        # -- Setup IK rig -- #
        tmpList = self.m_ikJoints.getJointList()
        self.m_ikRig = ik.IKArmRig(
            self.m_sceneData,
            tmpList, 
            self.m_name+"_IK",
            self.m_baseName,
            self.m_isMirrored,
            self.m_twistAxis
            )
        self.m_ikRig.generate()
        cmds.parent(self.m_ikRig.m_group, self.m_group)
        cmds.pointConstraint(
            self.m_shoulderLocator,
            self.m_ikRig.getMainTransform(),
            mo=True
            )
        # -- Setup BIND rig -- #
        tmpList = self.m_bindJoints.getJointList()
        self.m_bindRig = bind.BINDArmRig(
            self.m_sceneData,
            tmpList, 
            self.m_name+"_BIND",
            self.m_baseName,
            self.m_blendControl,
            self.m_numUpperControls,
            self.m_numLowerControls,
            self.m_numUpperJoints,
            self.m_numLowerJoints,
            self.m_upperStretchJoints,
            self.m_lowerStretchJoints,
            self.m_isMirrored,
            self.m_twistAxis,
            self.m_rigWrist
            )    
        self.m_bindRig.generate()
        cmds.parent(self.m_bindRig.m_group, self.m_group) 
        cmds.pointConstraint(
            self.m_shoulderLocator,
            self.m_bindRig.getMainTransform(),
            mo=True
            )
        # rig the blend control for aestethics
        if self.m_rigWrist:
            self.rigBlendControl(self.m_bindRig.getWristCtrl())


        # -- Connect up rigs -- #
        try:
            tmp = self.m_blendControl
        except:
            self.m_blendControl = self.createBlendControl()
        self.connectIKFK()
        # -- Setup visibility -- #
        self.setupVisibility()
         
        cmds.cycleCheck(e=True)
        
        # Add all controls
        rc.addToControlDict(
            self.m_allControls,
            "%s_shoulderLocator" %(self.m_baseName),
            self.m_shoulderLocator
            )
        rc.addDictToControlDict(self.m_allControls, self.m_fkRig.getAllControls())
        rc.addDictToControlDict(self.m_allControls, self.m_ikRig.getAllControls())
        rc.addDictToControlDict(self.m_allControls, self.m_bindRig.getAllControls())

        self.m_isGenerated = True
コード例 #12
0
ファイル: IKFoot.py プロジェクト: jaredauty/Rigging
    def generate(self):
        # Generate controls
        self.m_heelRoll = cmds.spaceLocator(
            n="%s_heelRoll_CTRL" %(self.m_name)
            )[0]
        rc.addToControlDict(
            self.m_allControls,
            "%s_heelRoll" %(self.m_baseName),
            self.m_heelRoll
            )
        self.m_insideRoll = cmds.spaceLocator(
            n="%s_insideRoll_CTRL" %(self.m_name)
            )[0]
        rc.addToControlDict(
            self.m_allControls,
            "%s_insideRoll" %(self.m_baseName),
            self.m_insideRoll
            )
        self.m_outsideRoll = cmds.spaceLocator(
            n="%s_outsideRoll_CTRL" %(self.m_name)
            )[0]
        rc.addToControlDict(
            self.m_allControls,
            "%s_outsideRoll" %(self.m_baseName),
            self.m_outsideRoll
            )
        self.m_toeRoll = cmds.spaceLocator(
            n="%s_toeRoll_CTRL" %(self.m_name)
            )[0]
        rc.addToControlDict(
            self.m_allControls,
            "%s_toeRoll" %(self.m_baseName),
            self.m_toeRoll
            )
        self.m_ballRoll = cmds.spaceLocator(
            n="%s_ballRoll_CTRL" %(self.m_name)
            )[0]
        rc.addToControlDict(
            self.m_allControls,
            "%s_ballRoll" %(self.m_baseName),
            self.m_ballRoll
            )
        self.m_toeFlap = cmds.spaceLocator(
            n="%s_toeFlap_CTRL" %(self.m_name)
            )[0]
        rc.addToControlDict(
            self.m_allControls,
            "%s_toeFlap" %(self.m_baseName),
            self.m_toeFlap
            )
        rc.addToLayer(
            self.m_sceneData,
            "detailCtrl",
            [
                self.m_heelRoll,
                self.m_insideRoll,
                self.m_outsideRoll,
                self.m_toeRoll,
                self.m_ballRoll,
                self.m_toeFlap
            ]
            )
        self.m_mainCtrl = cmds.circle(
            n="%s_main_CTRL" %(self.m_name),
            nr=(1, 0, 0)
            )[0]
        rc.addToControlDict(
            self.m_allControls,
            "%s_mainCtrl" %(self.m_baseName),
            self.m_mainCtrl
            )
        rc.addToLayer(self.m_sceneData, "mainCtrl", self.m_mainCtrl)
        rc.orientControl(self.m_mainCtrl, self.m_footMainLoc)
        cmds.parent(self.m_mainCtrl, self.m_group)
        mainCtrlGroups = rg.add3Groups(
            self.m_mainCtrl, 
            ["_SDK", "_CONST", "_0"]
            )
        # Move everything into the right places
        rc.orientControl(self.m_heelRoll, self.m_heelPivotLoc)
        rc.orientControl(self.m_insideRoll, self.m_insidePivotLoc)
        rc.orientControl(self.m_outsideRoll, self.m_outsidePivotLoc)
        rc.orientControl(self.m_toeRoll, self.m_toePivotLoc)
        rc.orientControl(self.m_ballRoll, self.m_joints[1])
        rc.orientControl(self.m_toeFlap, self.m_joints[1])



        # Parent everything
        cmds.parent(self.m_heelRoll, self.m_mainCtrl)
        cmds.parent(self.m_insideRoll, self.m_heelRoll)
        cmds.parent(self.m_outsideRoll, self.m_insideRoll)
        cmds.parent(self.m_toeRoll, self.m_outsideRoll)
        cmds.parent(self.m_ballRoll, self.m_toeRoll)
        cmds.parent(self.m_toeFlap, self.m_toeRoll)

        # Create Groups above
        defaultExt = ["_SDK", "_CONST", "_0"]
        rg.add3Groups(self.m_heelRoll, defaultExt)
        rg.add3Groups(self.m_insideRoll, defaultExt)
        rg.add3Groups(self.m_outsideRoll, defaultExt)
        rg.add3Groups(self.m_toeRoll, defaultExt)
        rg.add3Groups(self.m_ballRoll, defaultExt)
        rg.add3Groups(self.m_toeFlap, defaultExt)

        # Create IKs
        self.m_footIK = cmds.ikHandle(
            sj=self.m_joints[0],
            ee=self.m_joints[1],
            sol="ikRPsolver"
            )[0]
        # deselect so we don't get warnings
        cmds.select(d=1)
        cmds.parent(self.m_footIK, self.m_ballRoll)
        self.m_toeIK = cmds.ikHandle(
            sj=self.m_joints[1],
            ee=self.m_joints[2],
            sol="ikRPsolver"
            )[0]
        # deselect so we don't get warnings
        cmds.select(d=1)
        cmds.parent(self.m_toeIK, self.m_toeFlap)

        rc.addToLayer(self.m_sceneData, "hidden", [self.m_footIK, self.m_toeIK])

        # Sort ankle
        cmds.parentConstraint(self.m_ballRoll, self.m_ankleIK, mo=True)
        cmds.parentConstraint(self.m_ankleIK, self.m_joints[0], mo=True)
コード例 #13
0
ファイル: StretchChain.py プロジェクト: jaredauty/Rigging
    def createTwist(self):
        numJoints = len(self.m_bindJoints)
        if numJoints == 0:
            raise Exception, "No joints, cannot create twist setup"
        
        #Create twist controls
        # Twist 1
        self.m_twistControl1 = cmds.spaceLocator(
            n="%s_upperTwist_CTRL" %(self.m_name)
            )[0]
        #cmds.parent(self.m_twistControl1, self.m_parent1, r=1)
        
        # Twist 2
        self.m_twistControl2 = cmds.spaceLocator(
            n="%s_lowerTwist_CTRL" %(self.m_name)
            )[0]
        #cmds.parent(self.m_twistControl2, self.m_parent2, r=1)

        for control, parent in map(
                                    None, 
                                    [self.m_twistControl1, self.m_twistControl2],
                                    [self.m_parent1, self.m_parent2]
                                    ): 
            rc.orientControl(control, parent)
            groups = rg.add3Groups(control, ["_SDK", "_CONST", "_0"])
            if self.m_isMirrored:
                cmds.setAttr(
                    "%s.t%s" %(groups[0], self.m_twistAxis),
                    1
                    )
            else:
                cmds.setAttr(
                    "%s.t%s" %(groups[0], self.m_twistAxis),
                    -1
                    )
            if self.m_isParentTwist:
                cmds.parentConstraint(parent, groups[1], mo=1)
            cmds.parent(groups[2], self.m_group)
            rc.lockAttrs(
                control,
                ["rotate", "scale", "visibility"],
                True,
                False
                )

        cmds.setAttr("%s.dTwistControlEnable" %(self.m_ikHandle), 1)
        cmds.setAttr("%s.dWorldUpType" %(self.m_ikHandle), 2)
        cmds.setAttr("%s.dTwistValueType" %(self.m_ikHandle), 1)

        if self.m_twistAxis == "y":
            if self.m_isMirrored:
                cmds.setAttr("%s.dWorldUpAxis" %(self.m_ikHandle), 0)
            else:
                cmds.setAttr("%s.dWorldUpAxis" %(self.m_ikHandle), 1)
        else:
            if self.m_isMirrored:
                cmds.setAttr("%s.dWorldUpAxis" %(self.m_ikHandle), 3)
            else:
                cmds.setAttr("%s.dWorldUpAxis" %(self.m_ikHandle), 4)
        
        cmds.connectAttr(
            "%s.worldMatrix[0]" %(self.m_twistControl1),
            "%s.dWorldUpMatrix" %(self.m_ikHandle),
            f = True
            )
        cmds.connectAttr(
            "%s.worldMatrix[0]" %(self.m_twistControl2),
            "%s.dWorldUpMatrixEnd" %(self.m_ikHandle),
            f = True
            )
        rc.addToLayer(self.m_sceneData, "detailCtrl", [self.m_twistControl1, self.m_twistControl2])

        #Add to controls
        rc.addToControlDict(self.m_allControls, "%s_topTwist" %(self.m_baseName), self.m_twistControl1)
        rc.addToControlDict(self.m_allControls, "%s_lowTwist" %(self.m_baseName), self.m_twistControl2)
コード例 #14
0
ファイル: StretchChain.py プロジェクト: jaredauty/Rigging
    def createControls(self):
        #If no blend control is speified add one
        if not self.m_blendControl:
            self.m_blendControl = cmds.circle(n=self.m_name+"Blend_CTRL")[0]
            cmds.parent(self.m_blendControl, self.m_group)
            self.m_allControls.append(self.m_blendControl)
            rc.addToControlDict(
                self.m_allControls,
                "%s_StretchChainCtrl" %(self.m_baseName),
                self.m_blendControl
                )

        cmds.addAttr(
            self.m_blendControl,
            ln=self.m_attrHeading,
            k=True,
            at = "enum",
            en = "---------:"
            )

        if self.m_isAutoBend:
            cmds.addAttr(
                self.m_blendControl, 
                ln=self.m_blendAttrName, 
                k=1, min=0, max=1, dv=0
                )
            blendNodeAttr = self.m_blendControl+"."+self.m_blendAttrName
            oppBlendNodeAttr = rc.create1MinusNode(
                blendNodeAttr, 
                self.m_name+"OppBlend_CTRL" 
                )
        
        self.m_controls = []
        self.m_parentCtrls = []
        self.m_pointCtrls = []
        startPos = cmds.xform(self.m_parent1, q=1, t=1, ws=1)
        endPos = cmds.xform(self.m_parent2, q=1, t=1, ws=1)
        stepVec = vec.divide(
            vec.subtract(endPos, startPos), 
            self.m_numCtrls + 1
            )
        currentPos = vec.add(startPos, stepVec)
        for i in range(self.m_numCtrls):
            newCtrl = self.m_name+"_"+str(i)+"_CTRL"
            parentCtrl = self.m_name+"_"+str(i)+"_parent_CTRL"
            pointCtrl = self.m_name+"_"+str(i)+"_point_CTRL"
            
            newCtrl = cmds.spaceLocator(n=newCtrl)[0]
            self.m_controls.append(newCtrl)
            cmds.parent(newCtrl, self.m_group)
            cmds.xform(newCtrl, t=currentPos, ws=1)
            newCtrlGroups = rg.add3Groups(newCtrl, ["_SDK", "_CONST", "_0"])
            
            if self.m_isAutoBend:
                parentCtrl = cmds.duplicate(newCtrl, n=parentCtrl)[0]
                cmds.parent(parentCtrl, newCtrlGroups[2])
                #cmds.setAttr(parentCtrl+".visibility", 0)
                pointCtrl = cmds.duplicate(newCtrl, n=pointCtrl)[0]
                cmds.parent(pointCtrl, newCtrlGroups[2])
                #cmds.setAttr(pointCtrl+".visibility", 0)

                rc.addToLayer(self.m_sceneData, "hidden", [parentCtrl, pointCtrl])

                #Create blend between parent and point setups
                blendConst = cmds.pointConstraint(parentCtrl, newCtrlGroups[1])
                cmds.connectAttr(blendNodeAttr, blendConst[0]+"."+parentCtrl+"W0")
                blendConst = cmds.pointConstraint(pointCtrl, newCtrlGroups[1])
                cmds.connectAttr(oppBlendNodeAttr, blendConst[0]+"."+pointCtrl+"W1")
                
                
                self.m_parentCtrls.append(parentCtrl)
                self.m_pointCtrls.append(pointCtrl)
                
                grandParent = cmds.listRelatives(self.m_parent1, p=1)
                if grandParent == None or not self.m_isParentBend:
                    grandParent = self.m_parent1
                
                parentConst = rc.applyWeightedConstraint(
                    grandParent, 
                    parentCtrl, 
                    self.m_parent2, 
                    cmds.parentConstraint
                    )
                pointConst = rc.applyWeightedConstraint(
                    self.m_parent1, 
                    pointCtrl, 
                    self.m_parent2, 
                    cmds.pointConstraint
                    )
            cmds.aimConstraint(
                    self.m_parent2,
                    newCtrlGroups[1]
                    )
            currentPos = vec.add(currentPos, stepVec)
            #lock attrs
            cmds.setAttr(newCtrl+".rotate", l=1)
            cmds.setAttr(newCtrl+".scale", l=1)
        rc.addToLayer(self.m_sceneData, "detailCtrl", self.m_controls)
        # Add controls
        i=0
        for control in self.m_controls:
            rc.addToControlDict(self.m_allControls, "%s_%d_detail" %(self.m_baseName, i), control)
            i+=1