• Maya

Wiring the export geometry attribute

Wire the Export Geometry attribute, to prepare the rig for export and provide the animator only with the controls they need.


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.

Video 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.

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