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Hi Team, can any of you help me will all the coustomSteps codes as we are trying to create entire rigging pipeline with mgear. Thanks in advance

Please donā€™t ping people directly.

I think youā€™ll have to ask more specific questions than that if youā€™d like help.

Where exactly are you stuck?

Dear Chris,
Iā€™m deeply grateful for your prompt response and Your contributions to our industry. Itā€™s an honor to connect with you. Iā€™m currently developing a rigging pipeline and would greatly appreciate your guidance on a few aspects. Iā€™ve made progress on importing and exporting guides and skin, but Iā€™m struggling to find resources on how to achieve this for controllers _org groups, and corrective blendShapes. If youā€™re aware of any published code or tutorials, I would be incredibly thankful if you could share them with me. Additionally, Iā€™m fascinated by the concept of same attributes taking values from different controllers like Ik/Fk blend, roll etc,etc and operating instance-ly. If you could shed some light on this topic how this woks, I would greatly appreciate it. Thank you in advance for your time and expertise.
for your reference I am attaching a snapshot of the tool I am developing.Screenshot from 2024-07-25 13-54-13

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And also when I am exporting and import guide with below code all the modules getting out of its hierarchy (all the roots are getting unparented ) for your reference I am attaching the img and the code I am using to import and export the guide
code
import maya.cmds as cmds
import mgear.shifter.io as io

path=[ā€˜dir/myGuid.sgtā€™]

def exportGuide():
cmds.select(ā€˜guideā€™)
template = io.export_guide_template(path)

def impGuide():
if cmds.objExists(ā€˜guideā€™):
cmds.select(cmds.delete(ā€˜guideā€™))
io.import_guide_template(path)

This is called ā€œproxy attributesā€. You can turn that on in your main guide settings. However, I donā€™t recommend it. In previous versions of Maya proxy attributes caused a lot of bugs and crashes. And when you use them they cause a lot of messy noise to appear in the graph editor. (Some of these issues may have been fixed since Maya 2023/2024. I donā€™t know. I never use them.)



  1. You can format code in the forum by putting it between triple backticks:
```
Your code here
```
  1. You still have your rig in the scene. So all of those guides that have the name *_root have name clashes with nodes that are in your rig. You probably have warnings or errors in your script editor that you need to read. I bet the import is not successfully completing. (I donā€™t import and export guides procedurally, so Iā€™m not sure. That is likely a bug that could be fixed in mGear by using long/unique names.)


For all your other points, I donā€™t personally have easy answers for you.

When you say corrective blendshapes, do you actually mean blendshapes, or the RBF manager?

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