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Modify shape nodes for joint control using the Script Editor, to set up control arms or legs.
Type:
Tutorial
Length:
3 min.
Transcript
00:04
As well as moving shape nodes under other curves.
00:06
You can also do the same with other nodes.
00:10
Let's create another circle
00:15
and make it bigger
00:18
and freezer transforms
00:22
and also delete the history.
00:25
Let's say we are going to use this as a control for the shoulder joint.
00:31
First, we need to move it into position.
00:33
So let's use the match transformations tool to do that.
00:37
This will move the circle to the joint, matching its position and orientation.
00:43
There we go.
00:46
OK.
00:47
So what we would traditionally do is use a parent
00:50
constraint which will constrain the joint to the control.
00:55
So now the circle controls the joint perfect.
00:60
The problem is that constraints can be
01:01
unpredictable depending on how they are used.
01:04
And ideally you want the rig to use as few nodes as possible.
01:09
Let's undo that.
01:11
So what we can do is move the circle's shape node again.
01:15
But this time move it to the joint's transform node,
01:19
show the shapes in the outliner.
01:24
And let's bring back the script editor.
01:27
All we are going to do this time is select the shape node
01:30
and then the upper arm joint
01:33
and run the code.
01:37
So now, we can select the curve and it will select the joint.
01:40
It's basically selecting the joint for
01:43
us
01:43
much like with a selection handle,
01:46
we can delete the transform node now
01:51
and here is a shape node.
01:54
If we disable the shapes, now
01:57
it vanishes.
01:58
And you can see that the joint icon has now changed to a curve icon.
02:03
The beauty of this setup is that we can
02:05
hide the joints and the control is still visible.
02:09
Unfortunately, it does also hide when the joint is manually hidden.
02:14
But you can get around this
02:16
if you want the controls visible and the joints hidden
02:19
simply set the joints draw style to none.
02:24
This is a nice way to set up control arms or legs, for example,
02:28
where you have another layer of joints controlling the base skeleton.
02:32
What I wouldn't recommend is using these to control the base skeleton directly
02:37
as it can cause issues when exporting to unreal.
Video transcript
00:04
As well as moving shape nodes under other curves.
00:06
You can also do the same with other nodes.
00:10
Let's create another circle
00:15
and make it bigger
00:18
and freezer transforms
00:22
and also delete the history.
00:25
Let's say we are going to use this as a control for the shoulder joint.
00:31
First, we need to move it into position.
00:33
So let's use the match transformations tool to do that.
00:37
This will move the circle to the joint, matching its position and orientation.
00:43
There we go.
00:46
OK.
00:47
So what we would traditionally do is use a parent
00:50
constraint which will constrain the joint to the control.
00:55
So now the circle controls the joint perfect.
00:60
The problem is that constraints can be
01:01
unpredictable depending on how they are used.
01:04
And ideally you want the rig to use as few nodes as possible.
01:09
Let's undo that.
01:11
So what we can do is move the circle's shape node again.
01:15
But this time move it to the joint's transform node,
01:19
show the shapes in the outliner.
01:24
And let's bring back the script editor.
01:27
All we are going to do this time is select the shape node
01:30
and then the upper arm joint
01:33
and run the code.
01:37
So now, we can select the curve and it will select the joint.
01:40
It's basically selecting the joint for
01:43
us
01:43
much like with a selection handle,
01:46
we can delete the transform node now
01:51
and here is a shape node.
01:54
If we disable the shapes, now
01:57
it vanishes.
01:58
And you can see that the joint icon has now changed to a curve icon.
02:03
The beauty of this setup is that we can
02:05
hide the joints and the control is still visible.
02:09
Unfortunately, it does also hide when the joint is manually hidden.
02:14
But you can get around this
02:16
if you want the controls visible and the joints hidden
02:19
simply set the joints draw style to none.
02:24
This is a nice way to set up control arms or legs, for example,
02:28
where you have another layer of joints controlling the base skeleton.
02:32
What I wouldn't recommend is using these to control the base skeleton directly
02:37
as it can cause issues when exporting to unreal.
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