Monday, 11 April 2011

Post 22 - Custom Attributes [creation, constraints and connection]

Legs and feet have now been created, but the foot joints need to be parented the control and the control needs to be wired, or connected. This will allow for the manipulation of the foot from the attributes panel. 

First, the foot joints (named left foot rev heel) were parented to the manipulator. Then, the manipulator was given a series of custom attributes using Maya's Custom Attributes panel. These can have any name and potentially any purpose. But for the foot, it is the rotational attributes that we wish to create. Once these have been made, the Connection Editor is needed to connect the custom attributes to the action/s. This is done by loading up the controller on the left hand side and the controlled on the right. Selecting the custom attribute, and then what you wish for it to control. Connected attributes are displayed using an italic font. Limitations are also very easy to input and gives the option of minimums, maximums and defaults. This is also done in the 'add attributes' panel, but can be added at a later date.

This process is very straight forward to use and provided a quick solution as supposed to 3ds Max's wire parameters and the need for MaxScript to create custom attributes. For this reason, up to now, Maya's rigging techniques and tools are to an extent superior in that they are much more artist friendly.What is also beneficial of Maya's system is that the attributes can be altered and re-connected after they have been established. In 3ds Max this is much harder unless the attribute is scripted, which is a whole skill-set in itself.


Custom Attributes [creation and connection] - LINK

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