Hi Eric,

I'll list the ones I can think of, and then maybe others can help add from
their experiences.

1. Keyed attributes have their channels colored in the channel box.
When an attribute have a character set applied, its channels are yellowed.
Since yellow means they have an incoming connection, it may appear to an
animator as though the channel cannot be keyed (as is usually the case) and
if they are, they have fewer ways of knowing that it has been (graph editor
being their last resort)

2. Timeline displaying all keys in character set
When a character set is active (via the little box on the range panel), all
keys on all channels connected to a character set become visible at once
for as long as the character set is active. Usually, only keys on channels
related to your selection becomes visible. This makes it more difficult to
step between keys using the hotkeys (. and , per default) and also obscures
what keys are relevant to your particular selection.

3. Finally, from a riggers perspecive, have a look in the hypershade/node
editor for a character set.
You'll notice how the connections from your object circle back through your
character set. Though unconventional on its own (its called directed
*acyclic* graph, after all), it also makes it, not impossible, but more
tedious to connect control connections between your attributes and various
utility nodes as you must roundtrip them back in the same fashion.

I stuck with character sets for some time, as I rather liked the fact that
I could step between keys in the blocking stages without having to select
the whole character. I usually key on an even interval (e.g. every 6
frames), but not all of the controls. So to accurately step between keys
every 6 frames, I would either have to select the whole character each time
(loosing my current selection) or have a charSet active.

Alas the disadvantages above made me lose interest.

On Monday, 20 January 2014, Eric Thivierge <ethivie...@hybride.com> wrote:

> Hey Marcus,
>
> What are the disadvantages?
>
> I'm still not 100% satisfied with using the Character Sets. Is there a way
> to make a custom marking menu (hotbox) for specific controls on a rig to
> access these attributes? Surprisingly much of my googling isn't returning
> any results for something like this.
>
> Thanks,
> Eric T.
>
>
> On 1/18/2014 2:20 AM, 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.
>>
>>
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