Comet Joint Orient Script Download

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Ellen Woolcock

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Jul 22, 2024, 7:25:26 AM7/22/24
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This script set includes:

  • autoTangent - Animation utility for nicely smoothing tangents but without overshoot.
  • cometAttrEditor - Quick attribute utility to re-order attrs up or down in the channel box.
  • cometJointOrient - Complete Joint Orient script for properly setting up joint axis
  • cometMenu - Builds a menu for all of the scripts found here.
  • cometMirrorMesh - Modeling util for polygon point mirroring, selecting, storing and more. Good for blendshape creation. Requires my free PoseDeformer plugin as it uses one of the nodes.
  • cometRename - Nice rename utility with complete Search/Replace, Prefix, Suffix and AutoNumbering.
  • cometSaveWeights - Save and Reload skin weights by point order or point position.
  • cometSkinWeight - A nice simple UI for setting weights without having to use the Component Editor.
  • cometTransferWeights - Transfer skin weights from one or more joints onto another.
  • libBubbleSort - MEL Library routines for custom bubble sort and comparison procs
  • libMirror - MEL Library routines for mirroring object transforms.
  • libSkin - MEL Library routines for working with skinClusters.
  • libString - MEL Library routines for working with strings.
  • mirrorSelX/Y/Z - Mirrors control objects for rotation behavior
  • offsetConstraint - Lets you set up a Point or Orient contraint keeping offsets using an extra group.
  • snaps - Basic snapping routines for snapping one object onto another.
  • toggleAffected - Toggles the pink Maya display of affected nodes in the viewport.
  • toggleIsolateSelect - Quick way to isolate select objects off and on in a viewport.
  • toggleWireframeOnShaded - Toggles a viewports wireframe on shaded display.
  • toggleXRay -Toggles a viewports XRay display.
  • wireShape - Builds a number of custom control curve shapes.
  • zeroOut - Zero out controls/transforms by inserting an extra group in the hierarchy.

poseDeformer is a plug-in that lets you create sculpted corrective shapes similar to a blendshape, but with a true pose space deformer. It properly stores shapes in joint space and reapplies them after the skinCluster. Includes both this deformer and script, as well as the required poseReader plugin.

comet joint orient script download


Comet Joint Orient Script Download ✒ ✒ ✒ https://byltly.com/2zCQr6



The arm was the next thing I built. I initially place the bones using the orthographic front view. I line up the joint positions to the hand as well as possible. However, because my view is orthographic, the joints are all created on a flat plane. This does not match the shape of the hand, so I then use the perspective view to line everything up correctly. I then repeat the process with the foot, but this time I create the joints from the orthographic side view. To ensure my joints orient correctly later on, I make sure that the first finger or toe I create is the most central one. This simply means that the joint in the palm or sole of the foot will point to this finger when oriented, instead of out to one side at, for example, the thumb or little toe.

With all the joints created on one side of the body, I now need to correctly orient the joints. This is good practice because it ensures the joints will all rotate nicely in the same axis. These two images show the spine axes before and after the orientation. I use comet tools to do the joint orientation.

After orienting the joints on the hands and foot, I tweaked the angles of the thumb. The reason for this is so that if all the finger joints are selected and rotated in one axis, they should close to form a fist. This makes it much easier for the animator to work and keeps the animation curves much cleaner.

With the orientations tidied I could finally mirror my arms and legs so that I had a complete skeleton. Unfortunately, once I had mirrored the joints, it was clear that the mesh had not been mirrored correctly and was not symmetrical. I have contacted the artist and asked if they can have a look and fix it. However, since it is the easter holidays, I have no idea when they will see my email, let alone send me the fixed mesh. I dont want to continue rigging, just in case there is a problem and they are unable to get things symmetrical for me, as that would mean rebuilding the joints for the right arm/leg seperately and I would have to redo any work I had already done.

None of the comet scripts seem to work with Maya 2016 at all. I tried running a few of them, and they don't seem to do anything (no error message or anything). In the video, Cathy seemed to be using a really old version of the program (Maya 8.0). I'm assuming this set of scripts is simply incompatible with modern versions of the software. As for the second video, the rig seemed to be already set up for animating.. Would it just be possible for me to manually orient all the joints myself, and if so, how?

Well, yes, I posted the second video because of the updated BVH exporter version. The first video did cover the orientating of the joints already. There are no scripts required to do that. -explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-0FA96723-0CB3-47E8-8881-37CABF6C4E09-htm.html

Okay, so now we come to the nuts and bolts of rigging in Maya: joints. Like all other objects in Maya, joints are a transform node; they can be translated, rotated and scaled. But joints are unique and what makes them unique is the fact that they, and only they, have orientation. Known as the jointOrient, this allows a joint to orient along an axis. You'll notice this when you have a chain of joints: each parent joint will be orientated to aim at its child joint. Let's put this to the test now and also cover the creation and editing of joints.

In a new Maya scene, go Skeleton > Joint Tool. Now, in the Front or Side view, use the left-mouse button to create a few joints. When you have created a chain of joints, hit Enter on the Keyboard to exit the tool. You can also exit the tool with the right-mouse button but this will create a final joint where the cursor was in the viewport. Open up the Outliner and you'll see that the hierarchy of our joint chain is that of a parent-child relationship. Rotate the root joint and the rest of the chain will follow. This is also known as Forward Kinematics movement: rotational movement that works from the root down to the tip. Now set the Rotate tool to Local under the Rotate Tool Settings and select the first joint in the chain. You should notice that the joint is orientated towards the child joint and the rotate channels all have zero values in them. Pop over to the Attribute Editor and under the Joint tab you will find the jointOrient. Here you can see how the joint uses the orientation to aim at the child joint rather than have values set in the rotate channels. Activate the Translate tool, set the mode to Object and you should also notice that the joint aims at the child joint along the X-axis. This is known as the Aim Axis. The translate X value of the child joint also gives us the length of the parent joint. This is very useful for adding extra features to your rig such as squash and stretch.

Now we shall place the joints or orient them into the correct place within the mesh. I am pretty passionate about this point: if there is one thing that I feel is uber-important when rigging, it is the clean placement of joints. As the joints are, very simply, pivot points, the placement of them will dictate how the character articulates. Bad placement equals bad deformation. So here are some of the guidelines that I follow when creating joints. Firstly, only the root joint in a chain can have translate values in X, Y and Z. All children joints can only have a value in translate X (giving us the length of the joint) and all Rotation values for every joint must be at 0. When we actually come to creating the rig, we'll use some of Maya's default tools as well as a few scripts to aid us in the speedy creation of joint chains, my favorite being Michael Comet's Mel Script Suite.

Dynamic Joint Chain written by Riham Tolan automatically creates an IK/dynamic joint chain system with baking controls. I'm always impressed when I see a rig with realtime dynamic appendages, and this script is a easy way to achieve that. I'm using it on my latest rig for my characters ears and tail and I couldn't be happier with the results. Very cool tool!

Chào anh Trường. Em đã constrain (point, orient, scale) hệ thống curve điều khiển với group mesh, joint, IK_FK. Nó vẫn hoạt động bình thường cho tới khi em bind skin, lúc này em di chuyển, scale, rotate hệ thống Control thì mesh không đi theo đúng nữa. Mong anh trả lời sớm. Cảm ơn anh rất nhiều.

FORWARD KINEMATICS (FK) refers to a situation in which each joint in the chain inherits the motion of its parent joint. Movement orients from the root joint travelling down the chain by using rotations creating smooth and naturally occurring arcs of motion. The lower joints move in response to the movements of the upper joints.

For the Spine set the orientation to XYZ so that the local rotation axis of the joints will be aligned in the direction of the spine. Setting the Secondary Axis World Orientation to +Y, the X-axis of the joint will always point towards the child joint and the Y-axis will point in the. world positive Y-axis direction.

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