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Wire the Export Geometry attribute, to prepare the rig for export and provide the animator only with the controls they need.
Transcript
00:04
We have one more attribute to wire up and that's this one export geometry.
00:12
Let's hide the skeleton for now.
00:17
So as the animator is well animating,
00:20
we just want them to select the controls and nothing else,
00:23
it can be frustrating.
00:25
If you're accidentally selecting the model each time
00:27
you're trying to change to another control.
00:30
So what we can do is use this attribute to lock off the geometry,
00:36
load the model into the right side of the connection editor.
00:40
And now we need to see the
00:42
non-cable attributes,
00:44
open the attribute editor
00:47
and look under the display tab
00:51
and then drawing overrides.
00:54
We have lots of options here to control how the model is viewed.
00:58
If you remember we used these previously to control the color of the controls,
01:05
we just need this attribute here, display type.
01:09
You see it has options for normal template and reference.
01:14
All we need to do is connect our export geometry attribute
01:18
to this override display type attribute.
01:23
We can no longer change this here because
01:25
the export geometry attribute is now in control.
01:30
So now with it set to unlock it's using the normal option.
01:34
So the model is selectable
01:37
if we change this to a lot, it's now using the reference display type,
01:42
meaning we can no longer select it
01:46
swapping to wireframe. Now sets the display type to template.
01:50
So we essentially get the wireframe.
01:54
It's also important that you enable drawing overrides here or this won't work.
02:00
OK. Let's connect the head now.
02:04
So load it into the right side
02:07
and choose override display type
02:11
and the horns.
02:14
Let's switch this to wireframe so we can see what's left.
02:19
Ah Yes, the eyes,
02:21
let's connect those now.
02:25
So you would need to go through and do this to
02:27
all the models to ensure they are locked off correctly.
02:32
If you fancy experimenting with a bit of scripting,
02:34
you could always update the for loop
02:38
and change that. So it will update all the models for you.
00:04
We have one more attribute to wire up and that's this one export geometry.
00:12
Let's hide the skeleton for now.
00:17
So as the animator is well animating,
00:20
we just want them to select the controls and nothing else,
00:23
it can be frustrating.
00:25
If you're accidentally selecting the model each time
00:27
you're trying to change to another control.
00:30
So what we can do is use this attribute to lock off the geometry,
00:36
load the model into the right side of the connection editor.
00:40
And now we need to see the
00:42
non-cable attributes,
00:44
open the attribute editor
00:47
and look under the display tab
00:51
and then drawing overrides.
00:54
We have lots of options here to control how the model is viewed.
00:58
If you remember we used these previously to control the color of the controls,
01:05
we just need this attribute here, display type.
01:09
You see it has options for normal template and reference.
01:14
All we need to do is connect our export geometry attribute
01:18
to this override display type attribute.
01:23
We can no longer change this here because
01:25
the export geometry attribute is now in control.
01:30
So now with it set to unlock it's using the normal option.
01:34
So the model is selectable
01:37
if we change this to a lot, it's now using the reference display type,
01:42
meaning we can no longer select it
01:46
swapping to wireframe. Now sets the display type to template.
01:50
So we essentially get the wireframe.
01:54
It's also important that you enable drawing overrides here or this won't work.
02:00
OK. Let's connect the head now.
02:04
So load it into the right side
02:07
and choose override display type
02:11
and the horns.
02:14
Let's switch this to wireframe so we can see what's left.
02:19
Ah Yes, the eyes,
02:21
let's connect those now.
02:25
So you would need to go through and do this to
02:27
all the models to ensure they are locked off correctly.
02:32
If you fancy experimenting with a bit of scripting,
02:34
you could always update the for loop
02:38
and change that. So it will update all the models for you.