but a very obvious use case could be a modular rigging system, where you define components (limb, fkchains, some sort of curve based component and so on) and then put everything together by instantiating those components and assigning different states (the position of the arm is not the same as the leg, but both are instances of the Limb class, same with what they are connected to and stuff like that.... all that state belongs to the objects, but its features are shared between both arms and legs on a biped rig).
But that is exactly how I was working on my modular rigging tool. Here is the link if you want to check it: https://vimeo.com/168109200 I have a superclass that has numerical methods, that I inherit to use in another class that has methods related to joints...So that is why I am getting confues now, I think I am not explaining my self. Anyway, thanks for the tips guys cheers -- 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 [email protected]. To view this discussion on the web visit https://groups.google.com/d/msgid/python_inside_maya/64ce1dd3-99ee-410a-a960-4ea230aa7586%40googlegroups.com. For more options, visit https://groups.google.com/d/optout.
