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License: MIT License
Components library for Shifter
License: MIT License
add option to use uniform scaling in squash and stretch operator.
From @Ruuttu : mgear-dev/mgear_legacy#245
we're making a ridiculously large character and the maximum scale of 200 for controls isn't enough. Part of the problem is we're using centimeters for units, so a ten meter character is already 1000 units. I'd like to bump the maximum scale to 2000 since there shouldn't be any harm in doing so.
From @miquelcampos on January 31, 2018 9:46
Add a gradient/gradual linear scaling for arm_and leg 2 bones. Similar to ms components
Copied from original issue: mgear-dev/mgear_legacy#157
From @miquelcampos on December 11, 2017 23:48
Add an option to configure the space switch to work with rotation, translation, scale or any combination
Copied from original issue: mgear-dev/mgear_legacy#116
From @miquelcampos on May 4, 2018 1:44
default configuration have to extra jnt in knee and elbow to support better deformation. However this behavior can be undesired in certain situations. Make this optional
The central joint will change the behavior to rotate 100% with the forearm or lower leg. So can be use as a reference rotation point for game engines .
the default behavior for this joint is to rotate 50%
Copied from original issue: mgear-dev/mgear_legacy#192
Need to apply the same fixes to this component for the fcurve divisions thing
Error: setAttr: The attribute ‘leg_C0_tws2_loc.scaleX’ is locked or connected and cannot be modified.
Reported in the forum: http://forum.mgear-framework.com/t/mgear-2-5-24-biped-template-erroring-when-building/117
Similar to Spine IK but FK controls are Master and IK slave.
in order to inherit correctly a non uniform scaling from the eye over control. Eye structure should be under eye control, and some constraints should be removed.
This was reported in the forum: http://forum.mgear-framework.com/t/spine-s-shape-01-settings-mgear-3-1-1/529/4
Checking guide
Get options
Get controllers
Get components
spine_C0 (spine_S_shape_01)
Find recursive in [ 0:00:00.068000 ]
Get parenting for: spine_C0
Guide loaded from hierarchy in [ 0:00:00.070000 ]
# Traceback (most recent call last):
# File "C:\datawork\mgear_dev\mgear_dist\release\scripts\mgear\shifter\guide.py", line 1024, in updateComponentName
# guide.updateProperties(self.root, newName, newSide, newIndex)
# File "C:\datawork\mgear_dev\mgear_dist\release\scripts\mgear\shifter\guide.py", line 917, in updateProperties
# comp_guide.rename(root, newName, newSide, newIndex)
# File "C:\datawork\mgear_dev\mgear_dist\release\scripts\mgear\shifter\component\guide.py", line 486, in rename
# self.parent, oldName, oldSideIndex)
# File "C:\datawork\mgear_dev\mgear_dist\release\scripts\mgear\core\dag.py", line 223, in findComponentChildren2
# return [pm.PyNode(x) for x in children]
# File "C:\Program Files\Autodesk\Maya2018\Python\lib\site-packages\pymel\core\general.py", line 2282, in __new__
# raise _objectError(name)
# pymel.core.general.MayaNodeError: Maya Node does not exist (or is not unique):: u'spine_C0_crv'
the position in the path should be 0.
Just need to comment out 2 lines. Since this component was started from previous IK version still have some lines that are not needed
reported in the forum http://forum.mgear-framework.com/t/s-spine-and-neck-bad-end-scaling/570
From @Lohult on August 5, 2018 12:42
Hi Miquel,
I have discovered a bit of a flipping problem with the leg_3jnt_01 component.
The leg component has joints ranging from leg_L0_0_jnt through to leg_L0_9_jnt followed by leg_L0_end_jnt.
The flipping occurs when rotating leg_L0_ik_ctl in positive X. 91.068 is the exact number where the flip occurs (the guide is kept in default arrangement for the test).
At 91.068 rotation X on the IK control leg_L0_9_jnt and leg_L0_end_jnt flips from zero to -180. When skinning to these joints it becomes quite obvious when the flipping occurs.
My use case is a cat leg and the IK controller get rotated to curl the paw while walking for example.
Copied from original issue: mgear-dev/mgear_legacy#236
When using impair subdivisions values on the neck component this causes the middle stretch values on root to be 1 and this been causes the division by zero later on.
Component to create tails and low body like Medussa character style
From @miquelcampos on November 15, 2017 4:36
New Neck with priority on the FK controls. The IK will be a supplementary control.
Copied from original issue: mgear-dev/mgear_legacy#97
all components using FCurveParamDef needs to be updated in order to be exportable
Related issue: mgear-dev/mgear_core#12
Reported in the forum: http://forum.mgear-framework.com/t/3-0-5-freetangent-limbs-round-feature-issue/516
it seems that when creating a “leg_2jnt_freeTangents_01” or “arm_2jnt_freeTangents_01”, when using “Mirror Mid Ctl and UPV axis” option in the settings, the right side limbs break when activating the “Round” Feature on the rig.
same as IK with variable FK but with stack connection
Components leg_2jnt_01 and arm_2jnt_01 are affected
Same goes on this two guys as for getting the fcurve divisions
A new variant of the default components in the biped template to support thickness in the articulations
Seems like the first FK control on the arm does not get correctly reset when been build.
(http://forum.mgear-framework.com/t/arm-c0-fk0-ctl-rotation-has-values/269)
The division position on the rollSpline solver should not be 1.0 or 0.0
Because the division will lose the tangent orientation in the spline. need to be max 0.999 or min 0.001
In some situations the lite_chain_01 is used to drive other chains so joints are not needed
this new shoulder have 3 position in order to decouple the shoulder FK control and the orbir control position
From @miquelcampos on April 11, 2018 14:8
At this time,
we have to model certain limbs at fixed orientaons
as far as legs goes and such,
otherwise the foot roll solvers will be slanted and FKs's not oriented to they would be expected
to be. We cannot generate a viable rig if someone has legs at any angle that is not aiming
directly at the go
Copied from original issue: mgear-dev/mgear_legacy#185
similar to previous chain FK spline but with the option to set independently the number of IK controls
Do to the changes been brought to mgear-dev/shifter#26 this shifter components needs to be updated
The request is to have something similar to this example:
https://vimeo.com/258674376
From @miquelcampos on December 26, 2017 3:45
New component for bird and dragon style wings.
Copied from original issue: mgear-dev/mgear_legacy#129
we need better managment for the channel controls
Specially the show/hide IK and FK controls are hard to manage
Make optional the way the IK control in the foot is oriented.
This should apply to all the leg components
http://forum.mgear-framework.com/t/problem-leg-ik-orientation/173
similar to Chain FK spline with variable IK controls , but here the IK is master and the FK slave (like spine IK)
a lighter version for chain stack
Need to apply the same fixes to this component for the fcurve divisions thing
From @miquelcampos on April 11, 2018 14:2
This issue is related the the IK spring solver.
Copied from original issue: mgear-dev/mgear_legacy#184
Special chain component for hair
Reported in the forum: http://forum.mgear-framework.com/t/fk-chain-after-leg-3jnt/282
For example to offset the connection to start not from index 0 when the chain's branch from another branch
From @miquelcampos on March 15, 2018 6:50
Multiple FK chain driven by a main chain.
Copied from original issue: mgear-dev/mgear_legacy#177
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