Gigs, mDrake issues and update…

Current Focus
- MRS Makers Workshop
- mDrake Fixes
- Morphy Kid – Base
- Branches
- unityToon
- MRS
mDrake – Adventurer
Rig Feedback
Connect cog for better select-ability
User BC
- Bug
If space switch, then ik/fk switch, space gets reset
- Suggestions
- zooSurgeon on mesh function
- Turn off historically interesting –
cmds.setAttr(node + ".ihi", 0)
- Grab all renderNodes and shapes and set to hidden
- Make vis attributes non-keyable/hidden but not locked
- Increase control offset
- Wrist getting lost, increase wrist size in template
Addressing Bugs/Issues
Is historically interesting
- First pass just doing a toggle for all nodes in scene
- Loop back at some point to only do rig Nodes
- Added to mrsBuilder for this first pass on it
Space switch bug
User reports that if you space switch then ik/fk switch, space gets reset.
Let’s see if we can verify it…
Yup.
Digging in to the switcher to see if we can see what would be doing it. My guess is there’s a reset on the dag during the call. Let’s see…
Indeed.
I had some resetAttrs
calls on my controls. Added the transformsOnly
flag and seems like it’s resolved.
Finger Mirror Wonky
Dug in a bit. Looks like right fingers are getting weird base dag orientations. Need to see why.
So this is interesting…gonna dig into what’s going on. Thinking through it…
- Are the template mirrors off?
- Are the joint orients off?
- Where else would it get those orientations?
Investigating template_v07…
Template looks okay however the joints do not.
- Alright, the prerig handles look way off on the right side so the question is why.
- Looks like I forgot to mirror those finger blocks properly at the last build.
- Also, on limb, the jointHelpers weren’t getting wired as the jointHelpers but the joint loft curves
- This seems to have fixed it, to make sure we’re good we’re going to reprerig the right and pull the values
- This resolved our finger orientations. We’ll have to do a build to test fully
Looking Young
As we’ve been doing some testing mDrake has seemed a little young so I’ve been playing with aging him a little.
Still playing. Not sure if I’ll push to this next build or not yet.
First I went a little extreme…
If you happen to like this, you should be able to pretty easily make your own blendshape offset as discussed above.
Here’s where we ended up after a few hours tweaking.
And compared to the last version…
Next Build
Some items can’t be addressed till the next build.
- New face/thumb geo tweaks
- New right joint orientations
- Check finger orientation fixed our mirror issues
- Default eyeLook control should be head direct I think
- Make vis attributes non-keyable/hidden but not locked
- In, testing on main call
self.UTILS.controls_lockDown(ml_controls)
- In, testing on main call
- Increase control offset
- Wrist getting lost, increase wrist size in template
Pushing build…
Geo
- Pull new geo in
- Verify mirror
Template
- v08 – Changes without Face
- v09 – With Face
- Adjust for face changes
- Brow
- Seat in brow tweaks a little better
- Eyes
- Move,scale
- Muzzle
- Adhere to the new changes better
- Brow
Build 1
First, do a full test to make sure everything is working. Nope
- Below method was handing from the rig, look into for class
- Control offset – trying 1.5 (from .854)
Eye default space still neck
Fixed.
Limb settings still not fully casting, check it out
Fixed.
I forgot to add in the offset in one of my last fixes.
Pivot Helper on hand is odd
Removed for arms.
New cog shape
For this pass, just added a simpleCast shape added to it. Initially looked at using the cvs as reference points but they’re not consistent. Also trying white for it to more easily differentiate
Left Leg/eye balking?
Walking through.
Eye – forgot to uncomment something.
Release Notes
- Geo –
- Face – Was looking a hair young. Eyes smaller, tweaked planes
- Thumb polish
- Textures
- NEW body/face ecc and spec roll maps to get much better eye highlights and consistency across the face/body maps
- ADDED. Glock – forgot textures in last release.
- Face texture – little polish
- Setup
- New Right side joint orientations – there was an issue with the last build. Fixed finger mirroring.
Something went awry on a skin mirror…
For next outfit
- Re-uv face for more room for the face details
Codename: OxenReality
Small gig I’m working. No imagery but just a self log working through issues.
- Maya 2018 – Building in 2018 which may offer some opportunities for bug fixing. Huzzah!
Template v01
Workflow testing for class…
- Make ref layer for geo, add and lock down while templating
- Master, spine, limbs. Save details for later
- Push to template, shape what we have. Using the head, shape to match ref geo
- Place ears, simple limb nub as the jaw, same for toes – one on each foot before moving forward
- Do a test build
- Make changes
- Do final build
- Post
- Gather blocks
- Mirror verify
- Sets
- Proxy
- Skeleton connect
Test build 1…
Front leg not building- Settings casting was failing and erroring out. Added fail safe when cast fails
Back toe to not building- Fixed after front leg fix, must have been settings as well
Eye not building- Eyelid dat reporting outside of eyelid – if state
Template v02
- Fix ear top position
- Add other toes
- Mirror rigBlocks
Test build 2
Works well. Few items to hit
- Master Eye default space should be head, not neck
- Think resolved, check after build 3
- Proxy geo normals are reversed on the balls
- Added a flag for 2018 to reverse the loft curves for the ball. Really need get a better handle on why some versions flip and and how that’s calculated.
- Front leg base drivers is the hip?
- User error, attach point was wrong. Maybe better visualization or suggestion to make joints xray when workin on setup.
Template v04
- Change chest ik to end from mid
Build 3
All good. Done
Ideas
- Add function to lock/unlock the head geo
- Make a way for MRS Makers to share heads
Bugs
- Get rid of position change in right click menu or get rid of the enum values stuff at least and use normal prompt
- Duplicate not quite working right on some dat load
- Builder needs the load local cgm to not bail on rig call.
- Proxy transparent shader –
- spec color – 0
Unity Issue
Client was having an issue getting their asset to unity.
- The issue here is that maya attaches an inverse scale on joints so that it compensates when you scale a parent joint.
- So when you have a root joint scaled at .5, it scales the child to 2 internally but doesn’t reflect that value in the scale attribute.
- Unity doesn’t take that into account, and has joints as just normal transforms.
- So since you have every joint in your animation scaled to .5, it multiplies that scaling until the joints lower in the hierarchy scale down to near zero.
- So, I removed the scale compensation on the animation joints and set the root scale to .5 and reset all the child scales to 1.0 and it comes in as it should I believe.
- select all the joints and run this: import maya.cmds as mc for obj in mc.ls(sl=True): mc.setAttr(‘%s.segmentScaleCompensate’ % obj, 0) and also reset your scale val to 1.0 on all the child joints and .5 on the root
Self notes:
- Scale/Toon setups turn this off but maybe we need to just do this for unity profiled projects period