[Maya-Python] Re: Creating a transform with multiple shared parents

2011-04-30 Thread notanymike
I hadn't known that attributes can be passed through the `ls` command.
However that trick only works when only one instance of the character
is in the scene. I know there is a way to do it with mel because the
morpheus rig can be referenced multiple times and still all of it's
scriptNodes work, so there must be some way to query that

A plugin still feels like it would be more solid, though...

On Apr 29, 8:33 am, Geordie Martinez geordiemarti...@gmail.com
wrote:
 Have you tried applying the space switching to the original rig before it 
 gets referenced? Then when it is in the shot it can pass its long name to 
 your script.

 On Apr 29, 2011, at 4:58 AM, stephenkmann stephenkm...@gmail.com wrote:







  except that you don't have to use name spaces to reference...

  They did do some updates that speed up some things with referencing
  using name spacing but in the end its pretty much the same.
  -s

  On 4/29/11, Judah Baron judah.ba...@gmail.com wrote:
  It sounds like your scripts need to be addressed, in that case.
  Referencing isn't just common practice at your school, it's also a
  ubiquitous and necessary practice in the industry. Working with
  namespaces is just one of the hazards of this work.

  -Judah

  On Apr 28, 2011, at 3:41 PM, notanymike notanym...@gmail.com wrote:

  Well parent constraints would work but I'd need to know how to get
  past namespace issues to get it working properly. What I need is a
  node for setting up space-switching without jumping for a character's
  already broken hierarchy that eliminates the need for mel scripts to
  do the same job since they easily break once the rig that script is
  intended for has all it's node name strings changed when the rig is
  referenced (a common practice at my school).

  On Apr 26, 12:43 pm, Animatix mbergl...@gmail.com wrote:
  It sounds like he is talking about a parent constraint with mulitple
  offsets firing at a particular frame, do that sound right?

  On Apr 26, 9:54 am, Shawn Patapoff spatap...@bluecastlegames.com
  wrote:

  Doesn't a parent constraint do all this all ready for you?

  On Sun, Apr 24, 2011 at 6:14 PM, notanymike notanym...@gmail.com
  wrote:
  Hi, I'm trying to come with some sort of transform node that can have
  multiple transform matrices influencing it's own translate,rotate,and
  scale attributes, but still allows for control, animation, and
  preservation of the user-intended position of that transform.
  Basically it's a space-switching/dynamic parenting transform.I have
  two ideas for what attributes to create on the transform: Either have
  a compound message attributes or compound matrix attributes that the
  user can add or delete, with an enable and/or weight attribute for
  each added parent. The only two parts I'm stuck on is how to write out
  when the enable and/or weight attribute is changed, recompute the
  transforms position in python, and how to re-compute the transform's
  final position after parents have been added/removed from the compound
  attribute. Does anyone have time to help me on this? I'm brand new to
  python, but I'm starting to understand the syntax. It's structure I
  have to learn somehow...

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Re: [Maya-Python] Re: Creating a transform with multiple shared parents

2011-04-29 Thread stephenkmann
except that you don't have to use name spaces to reference...

 They did do some updates that speed up some things with referencing
using name spacing but in the end its pretty much the same.
 -s

On 4/29/11, Judah Baron judah.ba...@gmail.com wrote:
 It sounds like your scripts need to be addressed, in that case.
 Referencing isn't just common practice at your school, it's also a
 ubiquitous and necessary practice in the industry. Working with
 namespaces is just one of the hazards of this work.

 -Judah

 On Apr 28, 2011, at 3:41 PM, notanymike notanym...@gmail.com wrote:

 Well parent constraints would work but I'd need to know how to get
 past namespace issues to get it working properly. What I need is a
 node for setting up space-switching without jumping for a character's
 already broken hierarchy that eliminates the need for mel scripts to
 do the same job since they easily break once the rig that script is
 intended for has all it's node name strings changed when the rig is
 referenced (a common practice at my school).

 On Apr 26, 12:43 pm, Animatix mbergl...@gmail.com wrote:
 It sounds like he is talking about a parent constraint with mulitple
 offsets firing at a particular frame, do that sound right?

 On Apr 26, 9:54 am, Shawn Patapoff spatap...@bluecastlegames.com
 wrote:







 Doesn't a parent constraint do all this all ready for you?

 On Sun, Apr 24, 2011 at 6:14 PM, notanymike notanym...@gmail.com
 wrote:
 Hi, I'm trying to come with some sort of transform node that can have
 multiple transform matrices influencing it's own translate,rotate,and
 scale attributes, but still allows for control, animation, and
 preservation of the user-intended position of that transform.
 Basically it's a space-switching/dynamic parenting transform.I have
 two ideas for what attributes to create on the transform: Either have
 a compound message attributes or compound matrix attributes that the
 user can add or delete, with an enable and/or weight attribute for
 each added parent. The only two parts I'm stuck on is how to write out
 when the enable and/or weight attribute is changed, recompute the
 transforms position in python, and how to re-compute the transform's
 final position after parents have been added/removed from the compound
 attribute. Does anyone have time to help me on this? I'm brand new to
 python, but I'm starting to understand the syntax. It's structure I
 have to learn somehow...

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Re: [Maya-Python] Re: Creating a transform with multiple shared parents

2011-04-29 Thread Geordie Martinez
Have you tried applying the space switching to the original rig before it gets 
referenced? Then when it is in the shot it can pass its long name to your 
script.

On Apr 29, 2011, at 4:58 AM, stephenkmann stephenkm...@gmail.com wrote:

 except that you don't have to use name spaces to reference...
 
 They did do some updates that speed up some things with referencing
 using name spacing but in the end its pretty much the same.
 -s
 
 On 4/29/11, Judah Baron judah.ba...@gmail.com wrote:
 It sounds like your scripts need to be addressed, in that case.
 Referencing isn't just common practice at your school, it's also a
 ubiquitous and necessary practice in the industry. Working with
 namespaces is just one of the hazards of this work.
 
 -Judah
 
 On Apr 28, 2011, at 3:41 PM, notanymike notanym...@gmail.com wrote:
 
 Well parent constraints would work but I'd need to know how to get
 past namespace issues to get it working properly. What I need is a
 node for setting up space-switching without jumping for a character's
 already broken hierarchy that eliminates the need for mel scripts to
 do the same job since they easily break once the rig that script is
 intended for has all it's node name strings changed when the rig is
 referenced (a common practice at my school).
 
 On Apr 26, 12:43 pm, Animatix mbergl...@gmail.com wrote:
 It sounds like he is talking about a parent constraint with mulitple
 offsets firing at a particular frame, do that sound right?
 
 On Apr 26, 9:54 am, Shawn Patapoff spatap...@bluecastlegames.com
 wrote:
 
 
 
 
 
 
 
 Doesn't a parent constraint do all this all ready for you?
 
 On Sun, Apr 24, 2011 at 6:14 PM, notanymike notanym...@gmail.com
 wrote:
 Hi, I'm trying to come with some sort of transform node that can have
 multiple transform matrices influencing it's own translate,rotate,and
 scale attributes, but still allows for control, animation, and
 preservation of the user-intended position of that transform.
 Basically it's a space-switching/dynamic parenting transform.I have
 two ideas for what attributes to create on the transform: Either have
 a compound message attributes or compound matrix attributes that the
 user can add or delete, with an enable and/or weight attribute for
 each added parent. The only two parts I'm stuck on is how to write out
 when the enable and/or weight attribute is changed, recompute the
 transforms position in python, and how to re-compute the transform's
 final position after parents have been added/removed from the compound
 attribute. Does anyone have time to help me on this? I'm brand new to
 python, but I'm starting to understand the syntax. It's structure I
 have to learn somehow...
 
 --
 http://groups.google.com/group/python_inside_maya
 
 --
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[Maya-Python] Re: Creating a transform with multiple shared parents

2011-04-26 Thread Animatix
It sounds like he is talking about a parent constraint with mulitple
offsets firing at a particular frame, do that sound right?

On Apr 26, 9:54 am, Shawn Patapoff spatap...@bluecastlegames.com
wrote:
 Doesn't a parent constraint do all this all ready for you?

 On Sun, Apr 24, 2011 at 6:14 PM, notanymike notanym...@gmail.com wrote:
  Hi, I'm trying to come with some sort of transform node that can have
  multiple transform matrices influencing it's own translate,rotate,and
  scale attributes, but still allows for control, animation, and
  preservation of the user-intended position of that transform.
  Basically it's a space-switching/dynamic parenting transform.I have
  two ideas for what attributes to create on the transform: Either have
  a compound message attributes or compound matrix attributes that the
  user can add or delete, with an enable and/or weight attribute for
  each added parent. The only two parts I'm stuck on is how to write out
  when the enable and/or weight attribute is changed, recompute the
  transforms position in python, and how to re-compute the transform's
  final position after parents have been added/removed from the compound
  attribute. Does anyone have time to help me on this? I'm brand new to
  python, but I'm starting to understand the syntax. It's structure I
  have to learn somehow...

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 http://groups.google.com/group/python_inside_maya

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