Replies: 11 comments
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FaceTo do
Working through new lines
Build 1https://twitter.com/CgMonastery/status/1346133221923295233
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More mesh work on the face...
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Face Build 1
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Tests
Full build
To fix
Full Build 1https://mobile.twitter.com/CgMonastery/status/1347031798413488129
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Build 2
https://twitter.com/CgMonastery/status/1347256633714307073 Notes
Build 3 - rig 02
Build 4 - rig 03
Future
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Joystick setup
##To build
import cgm.core.mrs.lib.face_utils as FACEUTILS
reload(FACEUTILS)
FACEUTILS.cgmPoseBuffer()
mBuffer = FACEUTILS.poseBuffer()
mBuffer = FACEUTILS.poseBuffer('default_faceBuffer')
FACEUTILS.push_toSDKGroup()
FACEUTILS.SDKGroups_select()
mBuffer.attrDat
mBuffer.report()
mBuffer.buffer_verify()
mBuffer.buffer_purge()
mBuffer.buffer_rebuild()
FACEUTILS.faceBuffer_verify()
import cgm.core.lib.attribute_utils as ATTR
for mObj in ml:
for a in mObj.getAttrs(ud=True):
if a in ['cgmName','cgmType','cgmPosition','mClass','mirrorSide','mirrorIndex','mirrorAxis']:
continue
ATTR.delete(mObj.mNode,a)
ml = cgmMeta.asMeta(sl=1)
for mObj in ml:
if not mObj.getMessage('sdkGroup'):
mObj.doGroup(True,True,asMeta=True,typeModifier = 'sdk',setClass='cgmObject')
for a in cgmMeta.asMeta(sl=1)[0].getAttrs(ud=1):
print a
reload(cgm.lib.zoo)
import cgm.lib.zoo.zooToolbox as ZOOTOOLS
reload(ZOOTOOLS)
reload(cgm.lib.zoo.zooToolbox)
ml = cgmMeta.asMeta(sl=1)
ml_sdks = []
for mObj in ml:
ml_sdks.append(mObj.getMessage('sdkGroup')[0])
mc.select(ml_sdks)
for mObj in cgmMeta.asMeta(sl=1):
mObj.rename(mObj.p_nameBase.replace('lid_sealHeight','eye_wideNarrow')) |
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SDKS
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SDK To joystick workflow
Review 1.27.21
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Mouth shapes
Eye ShapesEye balls we're going to put on the fk eyes to overload these controls for our joysticks so blending between the two will switch our setups. We'll also turn off the lid track for this setup or maybe connect that to the ik/fk blend so it turns on with ik and let the fk poses drive our lid poses.
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Connecting to wiring
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Prepfrom cgm.core.lib import attribute_utils as ATTR
for mObj in cgmMeta.asMeta(sl=1):#select eye settings...
_short = mObj.mNode
mObj.doConnectOut('FKIK','lidFollowUpr')#...wire our follow to ik on because we only want follow with ik, joystick handles the other
mObj.doConnectOut('FKIK','lidFollowLwr')#...
ATTR.set_default(_short,'FKIK',0)#...set default to joystick setup
ATTR.set_lock(_short,'lidFollowUpr',True)#...lock these
ATTR.set_lock(_short,'lidFollowLwr',True)#...
#Select the eyeLook_anim
mObj = cgmMeta.asMeta(sl=1)[0]
mObj.doConnectIn('v','R_eyeOrb_rig_anim.FKIK')#...hack but connect vis to the R eye on. It would be more elegant to do a sum node but whatever:) |
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Evaluating updating mDrake for the workshop
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