Chicken Toes and a Very Bad Bug

Just gonna jump in as if we’ve been doing these awhile…

These posts will be team only when we are ready to go live.

Discuss on the forum

Current Focus

  • Reworking early block layout workflow
  • Iterating on the quad leg/long neck setups making them better
  • Digit banking with hand/foot
  • General workflow improvements

Updates

  • Reworked segment shape casting for better control shapes
  • Modified the ‘ball’s on proxy mesh creation to move to the joint position rather than center of the loft curve making the point of articulation more clear
  • Initial pass on digit banking working.
  • Cleaned up some cgmDynParentGroup code in working through the bug below

Chicken Toes!

Been working on adding some functionality for a project namely banking toes. Adding the functionality of having long toes following the foot will make dinosaurs, birds and more easier. Excited to show you all more as we get it fleshed out.

The bug from…somewhere

These children toes introduced a new bug that took days to resolve. What was happening was that the quad leg would start just being off when a toe was built. After tearing through our code base and checking everything, finally isolated what caused the bug – adding a new ik handle under an existing chain. This isn’t a new thing for us as fingers have this so I’m not sure if it was the quad setup that complicated it more but anyway it was a new one.

The answer was that the ikRPsolver node was overworked or confused. Initially I attempted working through various ik options of priority to no avail. The final solution was adding a new ikRPsolver node per toe ik setup.

import maya.cmds as mc
import cgm.core.lib.attribute_utils as ATTR
_newSolver = mc.createNode('ikRPsolver')
ATTR.connect("{0}.message".format(_newSolver),'IKHANDLE.ikSolver')

If you all are interested, I can do a full breakdown/post on it.

New Define Visuals

Making decent progress on the define state rework which should make it much more intuitive.

Josh Burton

[MRS Project Lead | CG Monks] Josh is an animator turned TD who hails from Oklahoma, pre-undergrad in the Marine Corps, animation basics at Savannah College of Art and Design, cut his teeth in gaming and commercials before co-founding CG Monks and more recently the CG Monastery. The Morpheus Rigging System is a culmination of years of R&D and he is now thrilled to see what users can create, collaborate and expand on with this open source MRS platform.