














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