class fn:
def eye_rig(self, eyeObj,eyeTarget,controllers):
"Create EyeRig weighted between target (via aimContraint) and
animation override"
# Create control hierarchy of groups or locators:
#controllers = ['anim','aim','out']
controlsList = []
testing = 0
# For each controller, create a locator and add it to the list of
controllers
for control in controllers:
objTmp = eyeObj+'_'+control
cmds.spaceLocator(n=objTmp)
controlsList.append(objTmp)
#Final control (last item in list) will receive all the rotations
and pass them to the eye via parentConstraint.
# It will have UD attrs to weight inputs of other controls
finalControl = controlsList[-1]
# For each controller, we'll create a multDiv. We pipe the
control's rotation into the md, weight it w/UD attr on 'out' object.
# Rotations coming out of multDivs are added w/pma node and passed
to 'out' object
# Create pma node first, so md can be connected when created:
sumNodeTmp = cmds.createNode('plusMinusAverage',n=eyeObj+'eyeRo
t_sum')
print 'sumNodeTmp:',sumNodeTmp
# Summed rotations piped into 'out.rotate' (This is the last item in
the 'controlsList' List):
cmds.connectAttr(sumNodeTmp+'.output3D',finalControl
+'.rotate',force=1)
# Create _md node for each controller rotations, pipe intorotation
sum
count = 0
while count < (len(controlsList)-1):
nodeTmp = controlsList[count]
attrTmp = controllers[count]
print 'nodeTmp:',nodeTmp
# For each controller, create a MultDiv to weight the rotation.
# They will be weighted by a custom attr on the 'out' object:
mdTmp = cmds.createNode('multiplyDivide',n=nodeTmp+'_md')
# Connect rotations to multDiv.input1 (more rotationinfluences
can be added)
cmds.connectAttr(nodeTmp+'.rotate',mdTmp+'.input1' ,force=1)
# Pipe the md output to the rotation sum:
connectAttr(mdTmp+'.output',sumNodeTmp+'.input3D['+str(count)+']',force=1)
# Create UD attrs on 'out' (last item in list)to weight
therotations of each controller.
# Pipe UD into the corresponding md nodes.
# Create UD Attrs on 'out'
cmds.addAttr(finalControl,ln=attrTmp,min=0,max=1,dv=1,at='float')
cmds.setAttr (finalControl+'.'+attrTmp, e=1, keyable=1)# Ifnot
keyable, won't show in channel box
# Connect Anim, Aim to inputs of respective multDiv:
connectAttrsTmp =['2X','2Y','2Z']
for tmpConnectAttr in connectAttrsTmp:
cmds.connectAttr(finalControl+'.'+attrTmp,mdTmp+'.input'+tmpConnectAttr)
# If test, offset the controllers for visual testing:
if testing:
cmds.setAttr(nodeTmp+'.translateX',count+0.5)
count += 1
# Group the controllers
eyeRigGroupTmp = cmds.group(controlsList, n = eyeObj+'_eyeDir_grp')
# Position the eyeRig at the eye
self.parentUnparent (eyeObj,eyeRigGroupTmp)
# Setup aimConstraint for eye
cmds.aimConstraint (eyeTarget,eyeObj+'_aim',offset = [0, 0, 0],w =
1, aimVector = [1,0,0], upVector = [0,1,0], worldUpType ='vector',
worldUpVector = [0,1,0])
# Constrain Eye to "out" control
cmds.parentConstraint (eyeObj,finalControl, offset = (0, 0,0 ), w =
1)
def parentUnparent(self, parent,children):
# Use temporary point-, scale- constraints to snap parent tofuture
child
delete( cmds.pointConstraint (parent, children, offset = (0, 0,0 ),
w = 1) )
delete( cmds.orientConstraint (parent, children, offset = (0,0, 0 ),
w = 1) )
delete( cmds.scaleConstraint (parent, children, offset = (1, 1,1 ),
w = 1) )
ins = fn()
ins.eye_rig('testX_eyeL','testX_eyeL_tgt',['anim','aim','out'])
2011/7/27 PixelMuncher <[email protected]>
> Hi all:
> Perhaps this is too much to ask, but I've been studying up on Python
> classes and trying to figure out how to use them in my Maya Coding. I
> haven't found any good Maya examples.
> If someone has a few minutes , maybe you could show how this eye
> rigging code could be written as a class?
> Thanks much.
>
> def eye_rig(eyeObj,eyeTarget,controllers):
> "Create EyeRig weighted between target (via aimContraint) and
> animation override"
>
> # Create control hierarchy of groups or locators:
> #controllers = ['anim','aim','out']
> controlsList = []
> testing = 0
>
> # For each controller, create a locator and add it to the list
> of controllers
> for control in controllers:
> objTmp = eyeObj+'_'+control
> cmds.spaceLocator(n=objTmp)
> controlsList.append(objTmp)
>
> #Final control (last item in list) will receive all the
> rotations and pass them to the eye via parentConstraint.
> # It will have UD attrs to weight inputs of other controls
> finalControl = controlsList[-1]
>
> # For each controller, we'll create a multDiv. We pipe the
> control's rotation into the md, weight it w/UD attr on 'out' object.
> # Rotations coming out of multDivs are added w/pma node and
> passed to 'out' object
>
> # Create pma node first, so md can be connected when created:
> sumNodeTmp = cmds.createNode('plusMinusAverage',n=eyeObj
> +'eyeRo t_sum')
> print 'sumNodeTmp:',sumNodeTmp
>
> # Summed rotations piped into 'out.rotate' (This is the last
> item in the 'controlsList' List):
> cmds.connectAttr(sumNodeTmp+'.output3D',finalContr ol
> +'.rotate',force=1)
>
> # Create _md node for each controller rotations, pipe into
> rotation sum
> count = 0
> while count < (len(controlsList)-1):
> nodeTmp = controlsList[count]
> attrTmp = controllers[count]
> print 'nodeTmp:',nodeTmp
> # For each controller, create a MultDiv to weight the
> rotation.
> # They will be weighted by a custom attr on the 'out'
> object:
> mdTmp = cmds.createNode('multiplyDivide',n=nodeTmp+'_md')
> # Connect rotations to multDiv.input1 (more rotation
> influences can be added)
> cmds.connectAttr(nodeTmp+'.rotate',mdTmp
> +'.input1' ,force=1)
> # Pipe the md output to the rotation sum:
> connectAttr(mdTmp+'.output',sumNodeTmp
> +'.input3D['+str(count)+']',force=1)
>
> # Create UD attrs on 'out' (last item in list)to weight the
> rotations of each controller.
> # Pipe UD into the corresponding md nodes.
>
> # Create UD Attrs on 'out'
> cmds.addAttr(finalControl,ln=attrTmp,min=0,max=1,d
> v=1,at='float')
> cmds.setAttr (finalControl+'.'+attrTmp, e=1, keyable=1)# If
> not keyable, won't show in channel box
> # Connect Anim, Aim to inputs of respective multDiv:
> connectAttrsTmp =['2X','2Y','2Z']
> for tmpConnectAttr in connectAttrsTmp:
> cmds.connectAttr(finalControl+'.'+attrTmp,mdTmp+'.
> input'+tmpConnectAttr)
>
> # If test, offset the controllers for visual testing:
> if testing:
> cmds.setAttr(nodeTmp+'.translateX',count+0.5)
> count += 1
>
> # Group the controllers
> eyeRigGroupTmp = cmds.group(controlsList, n = eyeObj
> +'_eyeDir_grp')
>
> # Position the eyeRig at the eye
> parentUnparent (eyeObj,eyeRigGroupTmp)
>
> # Setup aimConstraint for eye
> cmds.aimConstraint (eyeTarget,eyeObj+'_aim',offset = [0, 0, 0],
> w = 1, aimVector = [1,0,0], upVector = [0,1,0], worldUpType =
> 'vector', worldUpVector = [0,1,0])
>
> # Constrain Eye to "out" control
> cmds.parentConstraint (eyeObj,finalControl, offset = (0, 0,
> 0 ), w = 1)
>
> def parentUnparent(parent,children):
> # Use temporary point-, scale- constraints to snap parent to
> future child
> delete( cmds.pointConstraint (parent, children, offset = (0, 0,
> 0 ), w = 1) )
> delete( cmds.orientConstraint (parent, children, offset = (0,
> 0, 0 ), w = 1) )
> delete( cmds.scaleConstraint (parent, children, offset = (1, 1,
> 1 ), w = 1) )
>
> eye_rig('testX_eyeL','testX_eyeL_tgt',['anim','aim','out'])
>
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