Side note....I need to figure out how to get code to format properly on Weebly haha.
for obj in pm.selected() :
if pm.lockNode(obj,q=1,l=1)[0] :
pm.lockNode(obj,l=0)
print '%s unlocked.'%obj
else :
print '%s not locked.'%obj
For reasons, I had to recently delete a hierarchy where all 1726 nodes in the hierarchy were locked ha. So a quick google popped up Tyler Hurd's blog post. Really super useful so I thought I'd post it here too, so I can find it easily if I need it. Side note....I need to figure out how to get code to format properly on Weebly haha. import pymel.core as pm
for obj in pm.selected() : if pm.lockNode(obj,q=1,l=1)[0] : pm.lockNode(obj,l=0) print '%s unlocked.'%obj else : print '%s not locked.'%obj Small detail but I finally googled how to pick-walk through controls when you have offset and skd groups in the way ha. https://www.creativebloq.com/how-to/create-custom-rig-controls-in-maya
Select the controls you want to pick-walk through and hit 'Tag As Controller'. Then select the child control, then the parent control and hit 'Parent Controller'. I never knew but turns out you can change the thickness of NURBS curves. Create a NURBS circle or something for your control, and at the bottom of the shape node adjust the Line Width attribute. Job done. Amazing haha.
Just learned something new! When you parent constrain an IK handle to a control, you can't always undo when you move the control. Or when you zero it out. But if you parent the IK handle under an empty group and then constrain the group instead, you can undo IK movement ^^
Found this out after a quick Google from here. Found on the Mocappys website.
Rotation order is evaluated in reverse, so if rotation order is XYZ, the X and Y axes will follow the Z axis. Or, putting it a different way, the Z axis will drive the Y and X axes. Whereas the X axis will only affect itself. So you want the most important axis (the one the character will use the most) to make the others follow it, and so be the last axis. Check the example below for how to figure out rotation order. Using the hips/pelvis as an example, obviously this will depend on how you're oriented you joints : X = Bends forward and backward Y = Turns around Z = Bends side to side Putting them in order of importance : Y = Turning around X = Bending forwards and backwards Z = Bending side to side So the rotational order for the hips/pelvis would be best set to ZXY.
This is another fantastic tutorial from Zeth Willie. I take no credit for any of this.
Something I really struggle with is OK-ing topology on a new model. So I'm going to be keeping a list of things to check. Right now it's super short because my memory is terrible. I will add to it as I discover more.
Super small little entry but wow it makes a difference ^^ I've found it particularly useful when you have to add a joint to a hierarchy that's already skinned.
After seeing the below tweet by Riham Toulan, I figured out how to use the nodes she mentioned to make a similar system in my own rigs. This may or may not be how Toulan set it up, but this is how I've done it so far.
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What Is This?So this is a collection of things I've learned as I progress in rigging and animation. I just like to keep a note of things here so I can find things easily later. Does this all belong to you?Some things are things that I've figured out, but there's a great deal of tutorials and knowledge that I've found from perusing the internet. I've tried to give credit where it's due. Archives
June 2019
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