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.
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.