How to connect camera to spReticle

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Isaac de la Pompa

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Aug 12, 2015, 7:18:52 AM8/12/15
to spReticle Developers
Hi all. First of all thanks a lot for this useful plugin. I coudn´t find any information about how to connect  and display reticle only on desired cameras. I tryed to define a integer useSpReticle on the camera but it didn´t work.

Any ideas would be very useful,

thanks in advance,

Isaac

hvera

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Aug 14, 2015, 11:25:33 AM8/14/15
to spReticle Developers
The spReticle provides three "filters" to determine whether a reticle gets displayed for a camera.

  1. All cameras
  2. Cameras that have a specific attribute
  3. Cameras that are connected to the reticle
This is specified via the cameraFilterMode attribute, located under the "options" menu of the AttributeEditor.  FYI : For legacy reasons, the older attribute "useSpReticle" has been aliased to the new attribute name.

The first is simple enough, every perspective camera in your scene will have a reticle displayed in it.  It is the default option.

For the second, the reticle node will look for an attribute on the camera shape and see if it is "enabled".  By default, the attribute is called "useSpReticle".  Ideally this will be a boolean attribute, although an integer will work as well.  There are two things to check for if this does not appear to be working.
  1. Make sure the attribute is on the camera shape, not the transform.  By default Maya will add attributes onto the transform.  This is usually the reason why it doesn't appear to work.
  2. Make sure that it is "turned on" (has a value of "true" or 1).
Another possibility although rare is if the attribute has been renamed when compiled.

The third option provides for more granularity and is usually used only if you need to have multiple reticle nodes in your scene, with different cameras displaying the various reticles.  This is achieved by connecting the "msg" attribute of the camera shape to the cameras attribute of the reticle node.

Hopefully, this answers your question and will get it working for you.
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