Showing posts with label UI. Show all posts
Showing posts with label UI. Show all posts

Saturday, 4 December 2010

Script and right-click menu for static switching of spaces

So one of the problems inherent with switching spaces is that during animation the orientation of the limb or the position of the controller jumps as the space is changed. As mentioned before, by changing space you are effectively changing the coordinate system that the node exists in so a given set of translate/rotate values will give a different position/orientation from one space to the next. This leaves the animators having to manually re-align a joint/controller if they want to change spaces mid animation.

The way to fix this is to supplement the switch with a script solution that manages the space change and automatically sets new translate/rotate values to preserve the position/orientation of the controller. So this is easily accessible for the animators I'll also cover how to link this in to the dag menu (right-click menu) for the given controller.



Tuesday, 30 November 2010

Customising a Maya menu

In this post I'm going to kill two birds with one stone and cover two things;

1) A script I use pretty much every day for point, orient or parent snapping one object (the source) to another (the target). The point snap also works with a vertex selection or multiple nodes as a source.

2) How to add these to the standard Maya Constrain window