In fact I think I’d prefer to work in a supermarket than do this all day 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=anoOklbCAkYop-YCTPjqiBn7T2e_oinGQgwoNzwLvEk&s=B09b9CDZlbM02y34qiDoZr_eH3rapfBlNqz6Xkp1qHs&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.
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