Thanks.
I decided to redo it  with the Node editor.. Thinking it might work a bit like 
ICE. However, after completing one leg, I discovered that you can’t just copy 
and paste that stuff either as it makes all kinds of new stuff in the scene. 
What a mess. I just don’t understand how Maya works at all.

I’m not going to make a scripted rigging pipeline, its not my thing. I like 
being able to invent/experiment on the fly. I don’t think I’m going to last 
long with Maya at this rate.

From: Ben Barker 
Sent: Monday, April 30, 2018 3:52 PM
To: [email protected] ; Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=cHxSfjNawD6DE5IeD5YO0jnwuQlTFpoodVxdnZvkFFQ&s=Fp3if3GKE2cMk4ODKlnMhvxv03fxI-zmHBQaZBRPsw4&e=
 
Subject: Re: Set Driven Key Copy/Paste in Maya

In Maya set driven keys are the same node as normal animation keys, the 
animCurve node:
http://download.autodesk.com/us/maya/2008help/Nodes/animCurve.html

There's a bunch of child nodes listed there with two letters after the 
"animCurve", which is the specific input/output that node handles.
So like, animCurveTU takes input time (t) and outputs double (u). All the 
animator set ones are the animCurveT* ones. All the animCurveU* ones are used 
for set driven keys.

I know this is always the maya answer but... I always did this with a script. 
AnimCurve nodes are almost always named after the object/attribute they are 
connected to. So it's pretty easy to duplicate the animCurve node, parse out 
the attribute from the name, find your mirrored rig bit, and connect it up. You 
can use listConnections to find the driver node and do something similar.

Expression nodes are different. Essentially they just hold a giant string (the 
expression itself) and when it gets compiled Maya does some under the hood 
magic to make or break connections to the node. To mirror it you don't need two 
expression nodes (you can if you want), but you need to copy the text in the 
expression itself and search/replace your Lefts for your Rights. You can do 
this at any time and the expression will hook up to the attributes if they 
exist. Matt is right about using utility nodes in place of expressions if you 
can. 

Sometimes copy/pasting stuff works but it also makes a lot of garbage in the 
scene. Honestly with Maya the faster you can get to a scripted rigging pipeline 
the better. 

On Mon, Apr 30, 2018 at 8:12 AM, <[email protected]> wrote:



  Hello all,

  I am being forced into learning Maya again after an abandoned attempt last 
year.

  I am finding almost everything frustrating and harder than it needs to be, 
but todays annoying frustration is.. Copying expressions.. ( no drag and drop 
then edit - here) 

  I set up a foot controller, so it has some attributes (that drive some 
rotations on groups which in have IK goals parented to.)
  After doing one foot, I hoped it might be easy to copy/paste the set driven 
keys/expressions and edit them for the other foot controllers/legs.

  However this appears out to have been wishful thinking on my part. Its seems 
very opaque as to where these things actually reside and how they are edited / 
redistributed. After a fruitless trip around the node ditor/hypergraph etc, I 
can’t work out how to do this. I wonder if anyone could give me a clue as to 
what to do I’d be grateful.

  Last week I watched a video on how to mirror a rig. After 40 mins the 
conclusion of the video was ‘ the best method is to do it again manually on the 
other side!’

  When I learnt XSI, I remember having a lot of fun as my world of 
opportunities opened up. This is not so similar.

  If you'd like to unsubscribe and stop receiving these emails click here.

   

  ------
  Softimage Mailing List.
  To unsubscribe, send a mail to [email protected] with 
"unsubscribe" in the subject, and reply to confirm.If you'd like to unsubscribe 
and stop receiving these emails click here: 
http://mail.dev.tinkercad.com/wf/unsubscribe?upn=jUaq-2FHbgg08kcKnKvk7F-2BJONa1hwV2PuMfGE01dU17hZoVAfyK1LT5aW-2FycK8Ovx2uS6-2B7ghAKJbw9hOEZNpDXW-2FFv5GpTaDd8xVIV9GDS4pND8TELddcGkjaQskdoUTFfMwORbKo49I7pRkFYe5wpAqGS251P-2BUJXJaLN7pCVgSR95JyWiR2j6rKX1x4WE2Re1KJ5N4mSS-2Fh-2Br-2FADrTl76mkxXIEw84yPYwAeUESiM-3D.


------
Softimage Mailing List.
To unsubscribe, send a mail to [email protected] with 
"unsubscribe" in the subject, and reply to confirm.If you'd like to unsubscribe 
and stop receiving these emails click here: 
http://mail.dev.tinkercad.com/wf/unsubscribe?upn=a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuSlnhEaEXyZ9Vcq0m4UweURevaHjPESmbpq6aOwiploCOn-2FyxZn-2B-2BDNLnRZIX1VxhNwCR-2F2-2BtnmorOSUD-2FdWHgeBpdFYswyyVdpsBEgOUAfswYtJXj2Bz0-2BqK6xKXl0-2FP6GerosodzOzhhHURBx3a5QZ-2BIzJe0pTDfN6S7g7EvUnbAMkzmLC7ZWTO7jZb-2BiQBM-3D.

Reply via email to