Hi Dilen,
There is the “multMatrix” node which may help, it should be able to do what you’re looking for and output a new matrix for you. I’m using it in much the same way, its also helpful when cancelling one matrix with another.
cmds.createNode('multMatrix')
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Hi Dilen,
There is the “multMatrix” node which may help, it should be able to do what you’re looking for and output a new matrix for you. I’m using it in much the same way, its also helpful when cancelling one matrix with another.
cmds.createNode('multMatrix')
On 3 September 2014 09:59, Dilen Shah <dilen...@gmail.com> wrote:
Hey guys,I have 2 nodes in my scene.I am using MMessage and creating a callback function, this function needs to take the worldmatrix of both nodes and apply one matrix to another so that the second node is the same exact position as the first node.Can anyone explain how i can achieve it as they have groups as their parents so multiply the parentworldmatrix and their worldmatrix would be necessary can anyone help me with the math, or any link to resources would be appreciated.Thanks in advance.Dilen.
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If you can narrow down an example of what you're trying to accomplish, I might be able to provide an example for you.
On 3 September 2014 12:02, Marcus Ottosson <konstr...@gmail.com> wrote:
That's precisely where you would use nodes instead of scripting. :)The node will update in real-time, like any other node. I'm using it in most of my rigs for just that purpose.
On 3 September 2014 11:56, Dilen Shah <dilen...@gmail.com> wrote:
well thats one way of doing it, but I am using python API and I want functionality like if i move node 1 node 2 should move in realtime with it.Any ideas for that?thanks
D.
On Wednesday, September 3, 2014 10:22:37 AM UTC+2, Marcus Ottosson wrote:
Hi Dilen,
There is the “multMatrix” node which may help, it should be able to do what you’re looking for and output a new matrix for you. I’m using it in much the same way, its also helpful when cancelling one matrix with another.
cmds.createNode('multMatrix')
On 3 September 2014 09:59, Dilen Shah <dilen...@gmail.com> wrote:
Hey guys,I have 2 nodes in my scene.I am using MMessage and creating a callback function, this function needs to take the worldmatrix of both nodes and apply one matrix to another so that the second node is the same exact position as the first node.Can anyone explain how i can achieve it as they have groups as their parents so multiply the parentworldmatrix and their worldmatrix would be necessary can anyone help me with the math, or any link to resources would be appreciated.Thanks in advance.Dilen.
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Well the situation is that, I have an adapt rig..
Could you elaborate a little on what an “adapt rig” is? What is the relation between the adapt rig and the skinned character? Do you mean a guide rig of sorts?
It might be easier if you can distil your issue into a minimal scene with a cube and some joints.
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Thanks for that.
If I understand you correctly, you’re looking to change the pivot of controls that have already been connected to a skeleton. If so, then it might be the case of having painting oneself into a corner. If we take a step back and look at what is actually in control of the pivot, the controllers themselves, there might be an easier way.
I’m attaching a scene with four objects; a skeleton, two controllers and a driving locator.
The locator is ultimately controlling the skeleton and it is parented under a controller. The other controller has a slightly different pivot.
Try this:
When you publish the rig once more, the control will appear to have changed its pivot from one place to another, along with having gotten a new orientation, without having moved the skeleton. Animation will be preserved too, unless the change was so great it invalidated previous animation.
If this isn’t what you were after, then could you perhaps try and provide a step-by-step of what you expect to have happen once you’ve found a solution? E.g.
Best,
Marcus
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