After evaluating MGear for a client last year, we are using MGear on the next project and we’ve finally moved over to it. Yeah!
I’m digging about now in the code and having a few requests from the team to update the icons to the animator preferences. This has raised a few points, that I’m still investigating.
Buffer Controls. This works as tested previously and I don’t seem to have the old bug. Great. We can move on for now.
Feature Request: Control Library as JSON and read by Shifter Components
We want to push our default shapes into some of the shifter components. Looking at this it seems that this is hardcoded into the .ui files and the converted .py file. I’d prefer all controls to be a JSON file in a folder somewhere within MGear. That way we could add more icons to the folder easily. The icon.py file seems to be the place to add icons at the moment. This opens up for future icon themes.
Also, sometimes we don’t need a control icon, but an empty group is sufficient. This is useful when we want to use a basic shifter component, but it’s not needed to be animated, just built and hidden. At the moment, correct me if I’m wrong. I’d need to update icon.py to add an “Empty” icon (just a group). Then update all the shifter .ui files and .py files (where appropriate).
For now, it seems the best place to do this is with a post-build hook and replace the icons with the JSON icons we already have saved and delete shapes from the controls we want to be a simple group node.
We have all our icons in the control buffer group of the guide currently. If we save the template and import the template back into the scene or directly build the rig from the template. The icons get corrupt. guess that because the controls built from the default icons, then the CV is set from the data. But our controls aren’t the default icons so they get corrupt as the CV doesn’t match. I haven’t looked deeper into this yet, so I’m guessing at this at the moment.