ScriptNodes and scriptJobs

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Ricardo Viana

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Dec 2, 2014, 4:38:55 AM12/2/14
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Hi all.

I've been dealing with some rigging stuff. And I've never used scriptJobs or scriptNodes.

I am thinking of having a solution for ik/fk snap, with the code built in the file instead of providing
a separate script. which seams to be a good artist friendly situation.
But i never did worked with it as explained.
My question is, since i haven't seen anyone using it, does it impact performance severely
or is there any other issue why people don't use it. Or maybe they do, and i'm not aware.

thanks guys

best
Ricardo Viana

Joe Weidenbach

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Dec 2, 2014, 11:36:48 AM12/2/14
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I haven't noticed a performance hit with doing that, myself.  I tend to use the older solution from the Andy rig on my older inclusive rigs though, basically modifying the marking menus with a scriptnode set to process on load (based on the ZooTools ZooTriggered methodology, but embedded in the file so the user doesn't have to install ZooTools)--so it loads and processes just once.  I can look up one of my old rigs and re-visist the process, but I don't know if things work with that anymore--last time I loaded up the Andy rig, it didn't.  I don't know if Autodesk changed things in Maya 2013 or not, so it might just be a matter of rewriting the code.
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