Friday, October 07, 2011

Dealing with smoothing in your character rigs

Was literally thinking about whether to include this topic in another vid and someone emailed me and asked me about this specifically. Weird!
This video sort of quickly goes through some ways to deal with how to include various smoothing levels in your rig, from lo poly proxy geo to highly smoothed for rendering.
Here's the code I use in the video:
1) for grabbing ALL polySmoothFace nodes in the scene and connecting them to your master control in the rig scene (note you should change any appropriate names, obviously, to ones you're using):
{
string $smooths[] = `ls -type "polySmoothFace"`;
for ($each in $smooths){
    connectAttr master_CTRL.hiPolyLevel ($each + ".divisions");
    }
}

2) for changing the smooth state of any selected master control objects (probably best to use this as a mel button on your shelf, and of course change any names/values to what you want):
{
string $sel[] = `ls -sl`;
for ($each in $sel){
    setAttr ($each + ".loPoly") 1;
    setAttr ($each + ".hiPolyLevel") 0;
    }
}

Wednesday, October 05, 2011

Creating stretchy joint chains

Been meaning to do this tutorial for a while, but never got around to it. Some fella named Jeremy Parrish did a tutorial on this subject that I saw recently (http://vimeo.com/29466144) and did a few thing differently than I would do.
1) I now use the "distanceBetween" node in rigs. Easier, cleaner.
2) WHAT we're measuring makes a difference. So a bent leg, for example, needs to be measured differently than a straight leg. Subtle, but important distinction that needs to be looked at depending on your model.
3) by measuring the leg joints that are being stretched (or any static, constant measurement), you have issues with scaling. These can be solved (as Jeremy shows), but that may, in fact, create some weaknesses in your rig that can pretty easily cause problems.
So here's a vid where I walk through a stretchy leg the way Jeremy shows and then with a few modifications.

creating a nice clean distance node using "distanceBetween"

Here's another neat little node, called the "distanceBetween". As you might guess, it measures the distance between of two selected objects.  What's nice about this is that you don't get the extra gunk that comes the measure tool, like locators and UI stuff, which one typically doesn't need in a rig.
The only tricky part here is that in a DAG hierarchy you can't really use the translate attributes as the measure inputs because those don't reflect world space distances. So you'll need to hook up one of the pivots for each object and then use the "world space" attributes for each object into the respective input matrices of the distance node. Huh? Just watch the video and I'll walk through it.
The basic code for the node itself is:
shadingNode -asUtility distanceBetween -n "name;

BTW, here's the code I used in the video for creating this distance node . . . You can just copy it into your script editor and make a quick mel button for it. I've added just a quick dummy check to make sure there are 2 tranforms selected.
{
string $sel[] = `ls -sl -tr`;
if (`size($sel)` != 2){
    error "please select 2 transformable objects to measure";
    }
string $name = "distance";
string $dis = `shadingNode -asUtility distanceBetween -n $name`;
connectAttr ($sel[0] + ".worldMatrix") ($dis + ".inMatrix1");
connectAttr ($sel[1] + ".worldMatrix") ($dis + ".inMatrix2");
connectAttr ($sel[0] + ".rotatePivotTranslate") ($dis + ".point1");
connectAttr ($sel[1] + ".rotatePivotTranslate") ($dis + ".point2");
}