Thanks Eric, really appreciated! And thanks for the heads up about the Unit 
Conversation nodes – I bet that was gonna bite me in a few days….

I’ll have a play and see what I come up with.

Love the link by the way – I may frame it in the classroom :0)

Cheers

Sofronis (Saf) Efstathiou

Postgraduate Framework Leader and BFX Competition & Festival Director
Computer Animation Academic Group
National Centre for Computer Animation

Email: [email protected]<mailto:[email protected]>

Tel: +44 (0) 1202 965805

Profile: http://uk.linkedin.com/in/sofronisefstathiou

Student Work:
http://www.youtube.com/NCCA3DAnimation
http://www.youtube.com/NCCADigitalFX
http://www.youtube.com/NCCAAnimation

[cid:[email protected]]<http://ncca.bournemouth.ac.uk/>  
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[cid:[email protected]]

Awarded for world-class computer animation teaching
with wide scientific and creative applications

From: [email protected] 
[mailto:[email protected]] On Behalf Of Eric Turman
Sent: 10 December 2014 12:32
To: [email protected]
Subject: Re: IK/FK Leg setup

Hi Sofronis,

Yeah, its perfectly acceptable as far as Maya goes. Even for the conditional 
nodes, you'll need to compare colors--think of it as a triple scalar comparison 
node :P The nodes in Maya do evaluate much faster than constraints. Expressions 
should be a last resort; they are more often than not much slower (think scop 
in Soft). One thing to watch out for is the sometimes helpful, sometime not 
helpful automatically inserted Unit conversion node asMaya will put a value in 
that it thinks that you need. All of a sudden your graph will convert to 
radians when you still need to be working in degrees.

Provided that you are in a situation where you have to use a Maya only 
solution, a node based rig is worth it as it will evaluate faster--it is your 
best option. Unfortunately one side effect is that the channel bar becomes 
littered with useless node information. It frightens and confuses animators. 
That aside, I have made many Maya rigs with nodes as the primary "gloo." They 
are stable and work much faster.

If you do not have to stay purely inside of Maya, Fabric Splice may be much 
more palatable and sensible to work with.

Cheers,
-=Eric

P.S. On a Humorous note, I agree with you; there is a lot in Maya that is, as 
you say, "I just wished they would name it something sensible. No one would 
think this was the node they were looking for!" Maya is appropriately  named:
http://vaniquotes.org/wiki/Maya_means_insanity._Another_meaning_of_maya_means_insanity._Just_like_when_a_man_becomes_insane,_that_is_false._It_is_expected_that_he_should_not_be_insane._By_treatment_he_is_brought_again_to_his_original_consciousness




On Wed, Dec 10, 2014 at 5:53 AM, Sofronis Efstathiou 
<[email protected]<mailto:[email protected]>> wrote:
Hi all,

I’m looking at some options and alternatives for creating a leg IK>FK rig setup 
with blending options in Maya. Has anyone seen and used this method - 
http://youtu.be/wDy6GQjPpp0?t=8m16s - they use a BlendColours node on each of 
the respective joints. It seems like it will work – but I have a real problem 
with using a node in Maya that was built for colour blending to control 
rotational blends…I guess it’s an adaptable node  (I just wished they would 
name it something sensible. No one would think this was the node they were 
looking for!)

Anyway, any advice appreciated – as well as any strong alternatives.

Cheers

Sofronis (Saf) Efstathiou

Postgraduate Framework Leader and BFX Competition & Festival Director
Computer Animation Academic Group
National Centre for Computer Animation

Email: [email protected]<mailto:[email protected]>



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