• Maya

Creating multi-curve controls

Create multi-curve controls for complex rig setups by working with the transform and shape nodes in the Script Editor.


00:03

When building controls,

00:05

you may want them to be constructed out of a

00:07

number of different curves but still just be one control

00:12

like this foot control. For example,

00:16

we have the main foot but there are also these separate tour.

00:21

Ideally, this would need to be a single control.

00:23

Unless of course, you are needing to also animate each toe separately,

00:29

we could just parent the toast to the foot.

00:34

So now they all move together.

00:36

The problem is the animator can still select the tours.

00:39

So ideally, we want them all combined into a single control.

00:44

So let's undo that

00:47

first, we need to expose each curve's shape nodes

00:52

here we are.

00:54

So we have the transform nodes above

00:56

and below them are the shape nodes.

00:60

What we need to do is move the shape nodes.

01:02

So they are instead parented to the main foot controls, transform node.

01:08

Now looking at things we could just select it and move it up. Right.

01:14

Well, no,

01:15

if you try this, it moves the transform too and all we want is a shape node.

01:20

So how do we separate it and move it?

01:23

Well, I'm afraid it's time for a bit. More mel script.

01:26

But don't worry, this is a nice easy piece of code.

01:29

All we need to do is select the shape node

01:32

and then the transform we want to move it to.

01:36

And then we use this

01:38

parent minus R

01:40

minus S,

01:42

the minus R flag will keep the shape node where it is in virtual space.

01:48

Whereas minus S specifies that we are working with a shaped node.

01:53

If I select that and press enter to run it,

01:57

the shape node moves and leaves the transform behind.

02:02

Let's do the big toe next.

02:07

And the other tours.

02:10

If you find that when you're doing this,

02:12

the curve moves away from its original position,

02:16

try freezing the transforms before you repent

02:18

the shape node.

02:21

OK. Good.

02:22

They are all part of a single control. Now,

02:25

it doesn't matter where we select it. It now selects it as if it's a single curve.

02:30

All we need to do next is delete these transform nodes

02:35

and look, you can see all the shape nodes listed here in the channel box.

Video transcript

00:03

When building controls,

00:05

you may want them to be constructed out of a

00:07

number of different curves but still just be one control

00:12

like this foot control. For example,

00:16

we have the main foot but there are also these separate tour.

00:21

Ideally, this would need to be a single control.

00:23

Unless of course, you are needing to also animate each toe separately,

00:29

we could just parent the toast to the foot.

00:34

So now they all move together.

00:36

The problem is the animator can still select the tours.

00:39

So ideally, we want them all combined into a single control.

00:44

So let's undo that

00:47

first, we need to expose each curve's shape nodes

00:52

here we are.

00:54

So we have the transform nodes above

00:56

and below them are the shape nodes.

00:60

What we need to do is move the shape nodes.

01:02

So they are instead parented to the main foot controls, transform node.

01:08

Now looking at things we could just select it and move it up. Right.

01:14

Well, no,

01:15

if you try this, it moves the transform too and all we want is a shape node.

01:20

So how do we separate it and move it?

01:23

Well, I'm afraid it's time for a bit. More mel script.

01:26

But don't worry, this is a nice easy piece of code.

01:29

All we need to do is select the shape node

01:32

and then the transform we want to move it to.

01:36

And then we use this

01:38

parent minus R

01:40

minus S,

01:42

the minus R flag will keep the shape node where it is in virtual space.

01:48

Whereas minus S specifies that we are working with a shaped node.

01:53

If I select that and press enter to run it,

01:57

the shape node moves and leaves the transform behind.

02:02

Let's do the big toe next.

02:07

And the other tours.

02:10

If you find that when you're doing this,

02:12

the curve moves away from its original position,

02:16

try freezing the transforms before you repent

02:18

the shape node.

02:21

OK. Good.

02:22

They are all part of a single control. Now,

02:25

it doesn't matter where we select it. It now selects it as if it's a single curve.

02:30

All we need to do next is delete these transform nodes

02:35

and look, you can see all the shape nodes listed here in the channel box.

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