Hi guys,
I have multiple topics I want to talk about and I don’t want to start multiple conversations and spam this forum. Also, I’m not able to include multiple images, so no images.
Questions.
Q1. Can the elbow/knee follow Global or something else, not just the arm? Atm it has a life of its own and it auto-follows, is it possible to make it static/space switched to local or global? [edit: nvm, I was able to solve this with space switching local or global for the up vector.]
Q2. How would you guys handle an octopus tentacle that needs to function as an arm, or leg, and interact with the floor, objects, so on?
Q3. I can’t manage to make sense of the coloring. Sometimes custom controllers get auto-colored, sometimes they don’t, depending on whether they are mGear generated or not, or if they are Index or RGB based. Atm I can’t tell why or when things will be colored as expected. Is there something different about mGear ctrls that allows mGear to color them correctly?
Bugs.
These looked like bugs to me, but in case I’m doing something wrong, maybe they could qualify as questions rather than bugs.
B1. Switch FkIk often over range doesn’t work unless it bakes the entire range. By default it’s set to “only keyframe frames”. So the default doesn’t always work, the full bake normally does. Also, it resets settings all the time and doesn’t detect IK or FK mode. So when in IK arm, it would make sense for that menu to show switch-to FK by default [the long button right above Space Transfer].
B2. Mirroring often doesn’t work. Get the biped template and rig, or just rig a simple arm 01, duplicate sym. Pose left arm, mGear Viewport Menu > Mirror or Flip. Doesn’t mirror or achieves the wrong pose. [Edit: I’ve figured out meanwhile that the tr and rot inversion/mirror settings need to be set up manually or in a post script after rigging. I believe the default settings for the arm, or leg, or the entire biped template, should work correctly by default, without needing a fixing script and without asking the user to go ctrl by ctrl and check each tr and rot setting.]
B3. Chain 01 only builds FK, the IK or IK-FK rigs do not work - there is no way to bend the IK chain, there will be a straight, stiff line of joints.
B4. Some custom controllers lose their shapes when Extracting and end up as simple groups stored under the controllers_org. Mass extracting controllers can be a recipe for disaster, with controllers disappearing after rebuild.
Suggestions .
S1. You have support for 2joint elbows/knees, but instead of building 2 joints that split rotations in 2, you add 2 joints to the already existing elbow joint, which creates a messy, tight spaced 3 joints. Look at Fahrenheit Digital for an example of a 2-joint elbow/knee, where the rotation is split.
S2. The wrist end effector is kept in the joint hierarchy, and creates 2, very close, tight joints. Oddly, the foot setup doesn’t need to include the end effector in the guides hierarchy, but still creates 2 tight joints. The end joints shouldn’t be part of the deformers hierarchy/skeleton/skinning, and skinning 2 joints that are very close to each other is difficult and not a good idea [maybe 1 of 2 can be skipped, but that defeats the purpose of having those joints there; joints are a deformer, not a generic node in the hierarchy].
And S3. Unclear, confusing naming. Pls consider renaming these, for clarity:
- Space Switches are currently called Reference Arrays, in the guide settings. Otherwise, generally this is named space switching.
- Range Switch is renamed to Space Transfer is you open its menu. The “only keyframe frames” space transfer attribute is odd English, I suggest you rename it to Smart Bake. And rename everything here to: Match FK-IK / Match FK-IK Range. Not transfer, not switch.
- Selection Sets are called Groups, which is not Maya terminology.
- And the Synoptic is the AnimPicker I think.
Cheers!