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Rigger translate tab
Rigger translate tab









rigger translate tab
  1. Rigger translate tab manual#
  2. Rigger translate tab skin#
  3. Rigger translate tab code#

Self.scrollContent = CardsDropWidget(self.scrollArea) Self.lineEdit=QtGui.QLineEdit("Create a Card Here!!") (QtCore.Qt.AlignTop)ĮtDropAction(QtCore.Qt.CopyAction) Super(CardsDropWidget, self)._init_(parent) NewFont = QtGui.QFont("MsReferenceSansSerif", 10)ĭrag.exec_(QtCore.Qt.CopyAction | QtCore.Qt.MoveAction, QtCore.Qt.CopyAction)

rigger translate tab

Super(InitialCard, self)._init_(text, parent) If "cucumber" in event.mimeData().text(): Self.gifBuffer=QtCore.QBuffer(self.gifByteArray) Self.gifByteArray=QtCore.QByteArray(trashGif) TrashGif= open(os.path.join(ImagesFolder,'cucumber.gif'), 'rb').read() Super(CucumberGifWidget, self)._init_(parent) ImagesFolder=os.path.join(os.path.dirname(_file_),'images') #tRotation(MFntMainNode.rotation(, asQuaternion=True),) #Doesn't work when the object has frozen transformations and there is a -1 scale on a parent group. #Doesn't work when there is a -1 scale on the object itself #Using the MFnTransform quaternion rotation in world space TargetRotatePivot=OpenMaya.MVector(targetMTransform.rotatePivot())įtTranslation(targetRotatePivot,)įtRotation(targetMTMatrix.rotation(True),) TargetMTMatrix=OpenMaya.MTransformationMatrix(OpenMaya.MMatrix(cmds.xform(targetNode, matrix=True, ws=1, q=True))) TargetMTransform=OpenMaya.MFnTransform(getMDagPath(targetNode)) I will also comment out the previous methods I used to match the rotations with the MFnTransform class and when did they fail for me in case anyone is interested in testing for themselves.ĭef matchTranformation(targetNode, followerNode, translation=True, rotation=True):įollowerMTransform=OpenMaya.MFnTransform(getMDagPath(followerNode))

rigger translate tab

Rigger translate tab code#

Here is the code (With Maya API 2) I use to match transformations now and tested with every case and so far worked great. However, it is very prone to fail with objects that have -1 scale or with frozen transformation. That is when I realised I will have to rely more on MTransformationMatrix to decompose my target node matrix to guarantee the correct rotation values that I need to apply to my object to match. The translation methods of the MFnTransform work great in all cases, especially that you can get the rotatePivot point in worldspace directly which is beneficial if you are dealing with objects that have frozen transformations. However, now that I am dealing with all kind of rigs from different sources I can't force my aesthetic on them and instead I have to find a way that can work around all kind of the above issues to be able to wrap them to my rigging system. I also never have multiple rotation offsets on top of my nodes (which actually complicate the process of matching transformations of one object to another with the MfnTransform like explained below) I usually create an offset/buffer group and never mess with the object's pivot. In my own rigging system and the ones I built for my employers I never freeze transformations. I used to rely a lot on the MFnTransform class solely to match the transformation of one object to another and it has worked great for me (until recently). PS: you can use any naming conventions you want, but for the sake of clarity I will refer to the locator group as the offset group. Rename the locator to collar_01_loc and the group to collar_01_offest

  • Create a joint at the origin and then parent it to the locator.
  • Create a loctor at the origin and then group it.
  • Therefore we need to attach offset groups/ joints controllers to the curve instead of the joints themselves directly.ġ4 - Repeat the following steps the number of joints you would like to add to your setup.

    Rigger translate tab manual#

    However, it is important to rmember this is not cloth simulation and there will be some areas in some animations that would require manual tweaking. Depending on the mesh you have and your budget you can decide how many joints you can add.

    Rigger translate tab skin#

    Now we move to the final section of the rig which is adding the joints, attaching them to the collar curve and adding them to the jacket skin cluster.











    Rigger translate tab