Yeah I wouldnt use characterSets unless youre doing something simple to transfer animation or what Marcus saying, for moCap and traxEditor stuff.
In regards to proxy attributes, you don't have that in Maya by default. Under the hood, transformations are dealt in the DAG graph. So unlike XSI, you cant connect an attribute and manipulate it at the same time (you can however create your own plugin for that purpose, but i wouldnt recommend it) You can however use animation layers to further manipulate a control though.... You can use Maya's Utilities nodes (condition, clamp, average, multiply, and etc) to make the connection or a direct connection to a transform node (depends on what you want to do). And create child of that transform and let that child be the 'Control' This acts as an offset transformation node and the animators can then offset it the transformation node via the control. In regards to the shape node with custom attributes instanced to multiple transform nodes. I find it a very useful 'workaround' to have multiple controls to access a single attribute. I dont think this is exactly what you want to achieve however, because it is still a direct connection. PM me if you like, I can make a simple offset child connection. Its kinda hard to explain it in words. -Jeremy On Saturday, 18 January 2014 18:20:46 UTC+11, Marcus Ottosson wrote: > > Character sets have other disadvantages and are generally not used for > purposes other than mocap or thr trax editor. Do correct me if I am wrong, > guys. > > It also just occured to me, when animating, I normally ever key, say IK, > once, and then continue working on it via the graph editor. If that's > something that your animators do, then you might want to know that the > graph editor doesn't just show attributes directly under the selected node, > but also from nodes that has any _connection_ to that node. > > E.g. > If your IK switch is on the main control for the rig, and then your hand > ctrl has a connection to its message slot, or any slot, the master control > will how up in the graph editor when selecting the hand. > > In a way, it could be percieved the same as the Softimage proxy attributes. > > > On Fri, Jan 17, 2014 at 10:00 PM, Eric Thivierge > <ethiv...@hybride.com<javascript:> > > wrote: > >> Actually Character Sets are probably going to be the cleanest way. Had >> forgot about them. >> >> On Friday, January 17, 2014 3:30:19 PM, Eric Thivierge wrote: >> > Ah just found this which is going to probably be the closest I am >> > going to get. Hacky but probably will suffice: >> > http://www.youtube.com/watch?v=T-JiIgU49ns >> > >> > Eric T. >> > >> > On Friday, January 17, 2014 3:29:35 PM, Eric Thivierge wrote: >> >> Thanks for all the replies, >> >> >> >> The FKIK switch was only one example. There are many other attributes >> >> where this could be useful so an isolated solution just for the FKIK >> >> switch while appreciated won't help solve the overall issue. Yes it's >> >> a convenience to have the same attribute on multiple controls so you >> >> don't have to keep deselecting / selecting things. Having the FKIK >> >> blend attribute appear on the arm's bicep and forearm control objects >> >> as well as the IK and UpVector control is what I'm after and changing >> >> the one attribute on the forearm control will update the FKIK blend >> >> but also update the attributes on the other controls to reflect the >> >> same value while still leaving them open to be manipulated as well. >> >> >> >> I don't want to use script jobs or expressions as it seems too >> >> intrusive to performance. >> >> >> >> I'll try to reconfigure my rigging philosophy to cope with this I >> >> suppose... >> >> >> >> Eric T. >> >> >> >> On Friday, January 17, 2014 12:40:10 PM, >> >> aevar.gu...@gmail.com<javascript:> >> >> wrote: >> >>> >> >>> >> >>> *From:* David Hotniansky <mailto:davidho...@gmail.com <javascript:>> >> >>> if you wanted to connect the system to a master control >> >>> >> >>> >> >>> That’s indeed what vector coupled does, the whole thing is driven >> from >> >>> a master controller either at the feet or the center of the body, >> >>> completely different approach to animating it, “/more reaching for >> >>> things the same way as a human moves, rather than puppetering >> controls >> >>> other rigs offer/ ” >> >>> >> >>> :) >> >>> >> >>> -- >> >>> You received this message because you are subscribed to the Google >> >>> Groups "Python Programming for Autodesk Maya" group. >> >>> To unsubscribe from this group and stop receiving emails from it, >> send >> >>> an email to >> >>> python_inside_maya+unsubscr...@googlegroups.com<javascript:>. >> >> >>> To view this discussion on the web visit >> >>> >> https://groups.google.com/d/msgid/python_inside_maya/52d96b89.2e80320a.63c8.1525%40mx.google.com. >> >> >> >>> >> >>> >> >>> For more options, visit https://groups.google.com/groups/opt_out. >> > >> >> -- >> You received this message because you are subscribed to the Google Groups >> "Python Programming for Autodesk Maya" group. >> To unsubscribe from this group and stop receiving emails from it, send an >> email to python_inside_maya+unsubscr...@googlegroups.com <javascript:>. >> To view this discussion on the web visit >> https://groups.google.com/d/msgid/python_inside_maya/52D9A813.9030703%40hybride.com. >> >> >> For more options, visit https://groups.google.com/groups/opt_out. >> > > -- You received this message because you are subscribed to the Google Groups "Python Programming for Autodesk Maya" group. 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