This is Maya. Rig it whatever way is easiest for you. Regardless how you do it, the result will keep em so busy they'll not have any time for conspiracy...
-- Joey Ponthieux LaRC Information Technology Enhanced Services (LITES) MYMIC Technical Services NASA Langley Research Center __________________________________________________ Opinions stated here-in are strictly those of the author and do not represent the opinions of NASA or any other party. > -----Original Message----- > From: [email protected] [mailto:softimage- > [email protected]] On Behalf Of Eric Thivierge > Sent: Wednesday, May 13, 2015 1:17 PM > To: [email protected] > Subject: Re: Any equivalent to Custom Param sets in Maya? > > Yeah I could do that but animator's would kill me. I'd prefer to stay alive. > :) > > Eric T. > > On 5/13/2015 1:02 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote: > > You could try something similar to > > > > Object > > Null (MyControl) > > - posx > > - posy > > - posz > > - Null2 (MyCustomParamSet1) > > -- customParam1 > > -- customParam2 > > - Null3 (MyCustomParamSet2) > > -- customParam1 > > -- customParam2 > > > > It won't be manageable via the Attribute editor the way you would like but > it will be easily accessible via channel box by selecting the Null, Null2, or > Null3 > group nodes under the object from the Outliner. If you hide extraneous > channels in each null it might be at least very presentable from an > Outliner/Channel box workflow, but won't be what you want structurally > from the back side and won't be presentable the way you would want from a > single Attribute Editor display. > > > > To my knowledge Maya has never had a sense for "Custom Parameters" > the way that Soft does it. Attributes have always been "node" level, if that's > even a good way to describe it. > > > > And yeah, the Maya philosophy of visibility has no similarity to Soft. > > > > -- > > Joey Ponthieux > > LaRC Information Technology Enhanced Services (LITES) MYMIC Technical > > Services NASA Langley Research Center > > __________________________________________________ > > Opinions stated here-in are strictly those of the author and do not > > represent the opinions of NASA or any other party. > > > >> -----Original Message----- > >> From: [email protected] [mailto:softimage- > >> [email protected]] On Behalf Of Eric Thivierge > >> Sent: Wednesday, May 13, 2015 12:20 PM > >> To: [email protected] > >> Subject: Re: Any equivalent to Custom Param sets in Maya? > >> > >> Hey Joey, > >> > >> Yeah I know the standard workflow for attributes in Maya just wasn't > >> sure if there was a new organizational structure in recent years. > >> > >> I basically want to make sets of attributes on an actual object, not > >> a child object. Custom Param Sets in Softimage allow for this as you > >> have a nested param set where more custom params can live. > >> > >> MyControl > >> - posx > >> - posy > >> - posz > >> - MyCustomParamSet1 > >> - customParam1 > >> - customParam2 > >> - MyCustomParamSet2 > >> - customParam1 > >> - customParam2 > >> > >> The above structure doesn't seem to be doable in Maya and I'm > >> currently using a very hacky method of creating locked enum > >> attributes with a value of "----" to divide up sections of > >> attributes. Accessing these sets via scripting is annoying as these > >> attributes aren't nested under a Param Set or other organizational > >> type structure and thus breaking the parody between Softimage, Maya, > and Kraken. > >> > >> I'm able to work around for now and make things work, it's just not > elegant. > >> > >> The few things that I wish AD would implement in Maya as an offering > >> of good faith for ending Softimage to me, would be non-inherited > >> visibility, custom attribute sets and proxy-attributes. The latter > >> being the largest inconvenience I've come across yet for Character setup > in Maya. > >> > >> Eric T. > >> > >> > >> On 5/13/2015 12:02 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote: > >>> As you probably already know custom attributes are added via > >> Attributes>Add Attributes in an object's Attribute Editor. > >>> You're asking, I think, can you have custom Attributes in a special > >>> panel like > >> is done in Soft. > >>> You can add attributes anywhere, to nulls, to objects etc. If you > >>> want an > >> attribute with behavior applied to another object but need to manage > >> separately you can add that to a group or null then formulate the > >> attribute to work on a different object. > >>> Custom attributes show up in the channel box of the object they are > >>> added > >> to. > >>> Or in the Extra Attributes section of the object where they can be > >>> isolated > >> from the rest of the transform channels. You must execute "Load > Attributes" > >> for them to show up there. > >>> If you want a similar kind of structure to what Soft permits, make a > >>> null > >> object and parent it under the main object, rename it to Controls or > >> something of the sort. Create all your custom attributes there and > >> close all section to its attribute editor other than Extra > >> Attributes. From the channel box you can "Hide" all the transform > >> channels you don't want to see for this "control" object (Right > >> click>hide selected on each channel) making this a bit more pleasant > >> experience as a "custom param" panel if you decide to use the channel > box to access the info. > >>> > >>> > >>> > >>> -- > >>> Joey Ponthieux > >>> LaRC Information Technology Enhanced Services (LITES) MYMIC > >>> Technical Services NASA Langley Research Center > >>> __________________________________________________ > >>> Opinions stated here-in are strictly those of the author and do not > >>> represent the opinions of NASA or any other party. > >>> > >>>> -----Original Message----- > >>>> From: [email protected] [mailto:softimage- > >>>> [email protected]] On Behalf Of Eric Thivierge > >>>> Sent: Wednesday, May 13, 2015 11:42 AM > >>>> To: [email protected] > >>>> Subject: Any equivalent to Custom Param sets in Maya? > >>>> > >>>> Hello all, > >>>> > >>>> Wondering if there is a container like object where you can add > >>>> attributes to that lives under an object in Maya. Also having > >>>> multiple instances of this object type as well with the attributes > >>>> within it > >> exposed in the channel box. > >>>> Thanks, > >>>> Eric T. >

