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<title>Rigging101 &#187; Recent Posts</title>
<link>http://www.rigging101.com/forum/</link>
<description>I didn&#039;t know you could do THAT?!?!?</description>
<language>en</language>
<pubDate>Thu, 17 May 2012 15:52:53 +0000</pubDate>

<item>
<title>jameskyle on "Rig feedback"</title>
<link>http://www.rigging101.com/forum/topic.php?id=303#post-1084</link>
<pubDate>Sun, 13 May 2012 11:55:46 +0000</pubDate>
<dc:creator>jameskyle</dc:creator>
<guid isPermaLink="false">1084@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;Hi everyone, I had to make a rig for an animation I&#38;#39;m working on, and while the student whose model I used was happy with it I&#38;#39;d really appreciate some feedback from industry folk who know the area backwards. (Also, I recently bought Chad Moore&#38;#39;s &#38;quot;Art and Animation Work&#38;quot; ebook, which recommends getting used to seeking feedback for your work.)&#60;/p&#62;
&#60;p&#62;The rig is here: &#60;a href=&#34;http://db.tt/BUvOkcVZ&#34; rel=&#34;nofollow&#34;&#62;http://db.tt/BUvOkcVZ&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;It&#38;#39;s only my second time making a rig for anything but it turned out okay for what I need it to do. Anything you guys can give me by way of advice or criticism would be great though as I&#38;#39;d quite like to thrash out all the newbie mistakes I&#38;#39;m making while it&#38;#39;s still early for me. &#60;img src=&#34;http://www.rigging101.com/forum/my-plugins/bb-smilies/default/icon_smile.gif&#34; title=&#34;:)&#34; class=&#34;bb_smilies&#34; /&#62; &#60;/p&#62;</description>
</item>
<item>
<title>Eugene Yanza on "Summer Internship"</title>
<link>http://www.rigging101.com/forum/topic.php?id=302#post-1083</link>
<pubDate>Wed, 25 Apr 2012 06:31:37 +0000</pubDate>
<dc:creator>Eugene Yanza</dc:creator>
<guid isPermaLink="false">1083@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;Hi everyone,&#60;/p&#62;
&#60;p&#62;Does anyone happen to know of any rigging internships for this summer?  I haven&#38;#39;t had much luck in the search.&#60;/p&#62;
&#60;p&#62;Here is my latest reel:  &#60;a href=&#34;http://www.theriggingdiaries.com&#34; rel=&#34;nofollow&#34;&#62;http://www.theriggingdiaries.com&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Comments/suggestions are welcome!&#60;/p&#62;
&#60;p&#62;Thank you!&#60;/p&#62;
&#60;p&#62;Eugene
&#60;/p&#62;</description>
</item>
<item>
<title>sandeep Kumar on "facial rig tips"</title>
<link>http://www.rigging101.com/forum/topic.php?id=301#post-1082</link>
<pubDate>Wed, 18 Apr 2012 17:04:45 +0000</pubDate>
<dc:creator>sandeep Kumar</dc:creator>
<guid isPermaLink="false">1082@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;hey sand me link where i can download this ebook
&#60;/p&#62;</description>
</item>
<item>
<title>sandeep Kumar on "radius"</title>
<link>http://www.rigging101.com/forum/topic.php?id=299#post-1081</link>
<pubDate>Sat, 14 Apr 2012 19:43:17 +0000</pubDate>
<dc:creator>sandeep Kumar</dc:creator>
<guid isPermaLink="false">1081@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;this is  expression which i have to written&#60;br /&#62;
&#60;code&#62;&#60;br /&#62;
&#60;pre&#62;&#60;code&#62;_&#60;/code&#62;&#60;/pre&#62;
&#60;/code&#62;&#60;br /&#62;
i want to calculate radius of wheel via script, i can calculate it via measurment distance tool bt i m not be able to calculate it in script usin string, &#60;/p&#62;
&#60;p&#62;i think it is enough info for question
&#60;/p&#62;</description>
</item>
<item>
<title>pataz on "non flipping switch IK-FK"</title>
<link>http://www.rigging101.com/forum/topic.php?id=288#post-1080</link>
<pubDate>Fri, 13 Apr 2012 03:28:04 +0000</pubDate>
<dc:creator>pataz</dc:creator>
<guid isPermaLink="false">1080@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;Can&#38;#39;t say thank you enough, jgaines, for taking that time to explain us your method and sharing your script. It is very understandable and has helped me a LOT. Thank you again.
&#60;/p&#62;</description>
</item>
<item>
<title>pataz on "facial rig tips"</title>
<link>http://www.rigging101.com/forum/topic.php?id=301#post-1079</link>
<pubDate>Fri, 13 Apr 2012 03:19:27 +0000</pubDate>
<dc:creator>pataz</dc:creator>
<guid isPermaLink="false">1079@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;Hello everybody!!!&#60;/p&#62;
&#60;p&#62;I have been reading the amazing book &#38;quot;stop staring facial animation done right&#38;quot; and trying to make good facial setup, but Osipa&#38;#39;s method of corrective blendshapes only works using his scripts and shelfs.... and I really don&#38;#39;t like this dependence and would like to know how could I make the same thing step by step, using expressions/ nodes?&#60;br /&#62;
To be more precise: if my Wide blendshape doesnt mix well with my smile, I will generate a new blendshape which will activate only when these 2 are blending. How do we translate this on code/nodes? any idea? I think we could use a condition node for that but for now I am not very successful. &#60;/p&#62;
&#60;p&#62;Also, an other thing I can&#38;#39;t sort out: How do riggers make &#38;quot;hybrid&#38;quot; facial setups of BlendShapes with tweak bones option? I just don&#38;#39;t get how the bones can follow the blendshape deformation and deform it at the same time without causing cycles. If I could grab a hint it would be sooooooooo awsome!!! &#60;img src=&#34;http://www.rigging101.com/forum/my-plugins/bb-smilies/default/icon_smile.gif&#34; title=&#34;:)&#34; class=&#34;bb_smilies&#34; /&#62; thanks!!
&#60;/p&#62;</description>
</item>
<item>
<title>Javier &quot;Goosh&quot; Solsona (admin) on "radius"</title>
<link>http://www.rigging101.com/forum/topic.php?id=299#post-1078</link>
<pubDate>Fri, 13 Apr 2012 02:32:56 +0000</pubDate>
<dc:creator>Javier &quot;Goosh&quot; Solsona (admin)</dc:creator>
<guid isPermaLink="false">1078@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;You might want to give a bit more information.&#60;/p&#62;
&#60;p&#62;Your questions is VERY generic.
&#60;/p&#62;</description>
</item>
<item>
<title>sandeep Kumar on "expression"</title>
<link>http://www.rigging101.com/forum/topic.php?id=300#post-1077</link>
<pubDate>Thu, 12 Apr 2012 21:43:17 +0000</pubDate>
<dc:creator>sandeep Kumar</dc:creator>
<guid isPermaLink="false">1077@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;hey can u help me i want to write script for expression. in which i want connect some controllers rotation with one controller via loop.&#60;br /&#62;
&#38;#39;expression -s &#38;quot;($GP + &#38;quot;.rotateX&#38;quot;) = ($R)  * move_ctr.translateZ) &#38;quot; ; &#38;#39;&#60;br /&#62;
wher $GP is any ctr and move_ctr is another one, &#38;amp;R is any float
&#60;/p&#62;</description>
</item>
<item>
<title>sandeep Kumar on "expression"</title>
<link>http://www.rigging101.com/forum/topic.php?id=300#post-1076</link>
<pubDate>Thu, 12 Apr 2012 18:22:48 +0000</pubDate>
<dc:creator>sandeep Kumar</dc:creator>
<guid isPermaLink="false">1076@http://www.rigging101.com/forum/</guid>
<description>&#60;br /&#62;</description>
</item>
<item>
<title>sandeep Kumar on "radius"</title>
<link>http://www.rigging101.com/forum/topic.php?id=299#post-1075</link>
<pubDate>Thu, 12 Apr 2012 18:06:10 +0000</pubDate>
<dc:creator>sandeep Kumar</dc:creator>
<guid isPermaLink="false">1075@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;sorry sir it is not quite enough help full to me. I am writing script on car. and I need radius of wheel wheel may be made by cylinder, torus or other one.&#60;br /&#62;
I can get radius of only sphere by this. reply if you have any solution.
&#60;/p&#62;</description>
</item>
<item>
<title>ankitgajjar456 on "sine deformer"</title>
<link>http://www.rigging101.com/forum/topic.php?id=298#post-1074</link>
<pubDate>Sun, 08 Apr 2012 18:49:06 +0000</pubDate>
<dc:creator>ankitgajjar456</dc:creator>
<guid isPermaLink="false">1074@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;I think i would be able to help you if you can show video about what really you are doing with sine deformer for snake rig and what problem you are facing.&#60;/p&#62;
&#60;p&#62;Mostly if you eye are getting effected by sine and you want that they do not that to be happend and play with high and low bound(depend in which direction the sine deformer is) if ur eyes are on high bound the reduce it and bring it up-to the value were you eye does not get effected.....and if you eyes are on low bound then reduce low bound.
&#60;/p&#62;</description>
</item>
<item>
<title>ankitgajjar456 on "radius"</title>
<link>http://www.rigging101.com/forum/topic.php?id=299#post-1073</link>
<pubDate>Sun, 08 Apr 2012 18:23:30 +0000</pubDate>
<dc:creator>ankitgajjar456</dc:creator>
<guid isPermaLink="false">1073@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;You can use getAttr for knowing the values of parameters of any object for e.g:-&#60;/p&#62;
&#60;p&#62;I have an sphere and i want to know what is its radius then i would run an command : getAttr &#38;quot;polySphere1.radius&#38;quot;;&#60;br /&#62;
and it will return to me with : // Result: 4.2 (in command line)&#60;/p&#62;
&#60;p&#62;I hope this was helpful.
&#60;/p&#62;</description>
</item>
<item>
<title>sandeep Kumar on "radius"</title>
<link>http://www.rigging101.com/forum/topic.php?id=299#post-1072</link>
<pubDate>Mon, 02 Apr 2012 21:46:34 +0000</pubDate>
<dc:creator>sandeep Kumar</dc:creator>
<guid isPermaLink="false">1072@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;can u tell me, how can i get radius, or parameter of any object via script?
&#60;/p&#62;</description>
</item>
<item>
<title>sandeep Kumar on "sine deformer"</title>
<link>http://www.rigging101.com/forum/topic.php?id=298#post-1071</link>
<pubDate>Tue, 13 Mar 2012 23:32:12 +0000</pubDate>
<dc:creator>sandeep Kumar</dc:creator>
<guid isPermaLink="false">1071@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;can anyone tell me how can i use sine deformer with other parts of any body like snake.&#60;br /&#62;
i m rigging snake using sine deformer but its eyes &#38;amp; toung don&#38;#39;t go  with body properly.&#60;/p&#62;
&#60;p&#62;if u have another idea for snake rig please tell me
&#60;/p&#62;</description>
</item>
<item>
<title>greatbear on "constraining softbodies"</title>
<link>http://www.rigging101.com/forum/topic.php?id=297#post-1070</link>
<pubDate>Thu, 23 Feb 2012 09:21:35 +0000</pubDate>
<dc:creator>greatbear</dc:creator>
<guid isPermaLink="false">1070@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;Hello all,&#60;/p&#62;
&#60;p&#62;I&#38;#39;ve been working on a Birdwing Rig and got to a stage where I want to add some dynamics to the outer feathers to get that overlapping action when the wings flap.&#60;/p&#62;
&#60;p&#62;I&#38;#39;ve tried using Maya hair - placing a dynamic curve on each feather and turning it into a spline IK etc. This works ok when the wing is flapping in the Z axis and there is no other translation - the feather bends how I want it to in a straight line.&#60;/p&#62;
&#60;p&#62;The problem occurs when the feathers are fanned together (rotating in the Y axis), to fold the wing during its flap cycle. The dynamics cause the feathers to bend side to side like a waggling tail - not the look i&#38;#39;m going for as the feathers should be rigid along their width and bend along the length only.&#60;/p&#62;
&#60;p&#62;I&#38;#39;ve also tried using soft bodies and springs - same problem; the feather bends in all directions, and not just down the length. &#60;/p&#62;
&#60;p&#62;What I want to know is if there is a way to constrain the dynamics so the particles can move in only one direction so it bends along the length and not from side to side. &#60;/p&#62;
&#60;p&#62;I&#38;#39;ve tried a couple of runtime expressions, and thinking about using rigid bodies with a hinge constraint, but this seems a bit of a long winded solution. &#60;/p&#62;
&#60;p&#62;Thanks in advance&#60;/p&#62;
&#60;p&#62;GB
&#60;/p&#62;</description>
</item>
<item>
<title>sandeep Kumar on "Spine Curve"</title>
<link>http://www.rigging101.com/forum/topic.php?id=293#post-1069</link>
<pubDate>Tue, 21 Feb 2012 06:37:58 +0000</pubDate>
<dc:creator>sandeep Kumar</dc:creator>
<guid isPermaLink="false">1069@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;cureve will create problem iff u create streachy. there is two option to solve this problem either u make streachy on off, or make use this method&#60;br /&#62;
i dont know which method u r using for streachy if ur using arclen to make streachy then u can use this method&#60;br /&#62;
use multiply divide node between spine curve arclen and multiply divide node which u r using for streachy. input from global ctr scale and arclen node  out put to that multiplydivide node. make sure the node u r including should be in multiply.&#60;/p&#62;
&#60;p&#62;i think this is useful to u. if not then tell me ur method for making stteachy
&#60;/p&#62;</description>
</item>
<item>
<title>Javier &quot;Goosh&quot; Solsona (admin) on "Request"</title>
<link>http://www.rigging101.com/forum/topic.php?id=296#post-1068</link>
<pubDate>Mon, 13 Feb 2012 18:41:21 +0000</pubDate>
<dc:creator>Javier &quot;Goosh&quot; Solsona (admin)</dc:creator>
<guid isPermaLink="false">1068@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;Hey everybody&#60;/p&#62;
&#60;p&#62;I have a rather unusual request. I&#38;#39;m putting together material for a green card application in the US and I need letters from people in the field from around the world that might know of me and/or my work.&#60;/p&#62;
&#60;p&#62;If you have used my site as a resource, my rigs for animation or my tutorials in any way or even have just heard of my work and you would like to help me out I would truly appreciate it.&#60;/p&#62;
&#60;p&#62;If you do, please send me an email at jsolsona at rigging101.com and I can send you a template that you can follow.&#60;/p&#62;
&#60;p&#62;Thank you in advance&#60;/p&#62;
&#60;p&#62;Javier (Goosh) Solsona&#60;br /&#62;
&#60;a href=&#34;http://www.rigging101.com&#34; rel=&#34;nofollow&#34;&#62;http://www.rigging101.com&#60;/a&#62;
&#60;/p&#62;</description>
</item>
<item>
<title>greatbear on "using dynamic hair curve as an influence object"</title>
<link>http://www.rigging101.com/forum/topic.php?id=295#post-1067</link>
<pubDate>Mon, 13 Feb 2012 16:55:43 +0000</pubDate>
<dc:creator>greatbear</dc:creator>
<guid isPermaLink="false">1067@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;Cheers, &#60;/p&#62;
&#60;p&#62;That&#38;#39;s pretty much the route i&#38;#39;ve taken - seems to be a little more stable than using the curve as an influence object.&#60;/p&#62;
&#60;p&#62;Does anybody know if you can limit the degree of rotational freedom on a dynamic hair curve in Maya? I&#38;#39;m using it to deform a feather, so I only want it to bend in Z (up and down) when the wing is flapped. &#60;/p&#62;
&#60;p&#62;The dynamic curve is connected to a joint chain with a spline IK, i&#38;#39;ve tried limiting the degree of freedom on the joints but the result aint so pretty, tends to pop a lot.&#60;/p&#62;
&#60;p&#62;Thank-you
&#60;/p&#62;</description>
</item>
<item>
<title>Javier &quot;Goosh&quot; Solsona (admin) on "using dynamic hair curve as an influence object"</title>
<link>http://www.rigging101.com/forum/topic.php?id=295#post-1066</link>
<pubDate>Mon, 06 Feb 2012 07:23:58 +0000</pubDate>
<dc:creator>Javier &quot;Goosh&quot; Solsona (admin)</dc:creator>
<guid isPermaLink="false">1066@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;I haven&#38;#39;t done any work with hair in Maya, but yeah, I would try to convert the hair into joints, and then attach your skin to the joints.
&#60;/p&#62;</description>
</item>
<item>
<title>Javier &quot;Goosh&quot; Solsona (admin) on "Spine Curve"</title>
<link>http://www.rigging101.com/forum/topic.php?id=293#post-1065</link>
<pubDate>Mon, 06 Feb 2012 07:21:56 +0000</pubDate>
<dc:creator>Javier &quot;Goosh&quot; Solsona (admin)</dc:creator>
<guid isPermaLink="false">1065@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;You need to compensate for the scale. You&#38;#39;ll have to somehow attach the inverse of the scale into the spine curve so that don&#38;#39;t get double transformations
&#60;/p&#62;</description>
</item>
<item>
<title>greatbear on "using dynamic hair curve as an influence object"</title>
<link>http://www.rigging101.com/forum/topic.php?id=295#post-1064</link>
<pubDate>Sun, 29 Jan 2012 12:17:22 +0000</pubDate>
<dc:creator>greatbear</dc:creator>
<guid isPermaLink="false">1064@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;Hi,&#60;/p&#62;
&#60;p&#62;I&#38;#39;ve been playing about with Maya&#38;#39;s hair system, here&#38;#39;s the problem...&#60;/p&#62;
&#60;p&#62;Ive got an ordinary poly plane which is skinned to a single joint&#60;br /&#62;
I&#38;#39;ve then created a 3 degree curve, which spans the length of the plane&#60;br /&#62;
I&#38;#39;ve then converted the curve into a dynamic curve, and parented the original curve to the joint&#60;br /&#62;
The joint transforms the original and dynamic curve as expected.&#60;/p&#62;
&#60;p&#62;I now want to add the dynamic curve as an influence object on the poly plane, (skin - edit smooth skin - add influence) but when I do this and try using interactive playback, the verts on the poly affected by the curve, want to stick to the original position, they dont move with the curve like I wanted.&#60;/p&#62;
&#60;p&#62;Is there a way to achieve this (I basically want to use a dynamic curve as an influence object), do I have to parent any of the follicle nodes to the joint also? &#60;/p&#62;
&#60;p&#62;Thanks &#60;/p&#62;
&#60;p&#62;GB
&#60;/p&#62;</description>
</item>
<item>
<title>greatbear on "muscleTK"</title>
<link>http://www.rigging101.com/forum/topic.php?id=294#post-1063</link>
<pubDate>Sat, 28 Jan 2012 11:34:12 +0000</pubDate>
<dc:creator>greatbear</dc:creator>
<guid isPermaLink="false">1063@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;Hi all,&#60;/p&#62;
&#60;p&#62;does anyone konw off the bat if CG Toolkits muscleTK plugin is compatible with Maya 2012?
&#60;/p&#62;</description>
</item>
<item>
<title>baljeetbhartiya on "Spine Curve"</title>
<link>http://www.rigging101.com/forum/topic.php?id=293#post-1062</link>
<pubDate>Tue, 17 Jan 2012 07:28:24 +0000</pubDate>
<dc:creator>baljeetbhartiya</dc:creator>
<guid isPermaLink="false">1062@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;How to attach Spine curve with world controller.If I group with world Controller and scale the world controller the spine curve is more scale then the value.
&#60;/p&#62;</description>
</item>
<item>
<title>shrcnr on "blendweight node!!"</title>
<link>http://www.rigging101.com/forum/topic.php?id=292#post-1061</link>
<pubDate>Wed, 04 Jan 2012 19:22:55 +0000</pubDate>
<dc:creator>shrcnr</dc:creator>
<guid isPermaLink="false">1061@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;When I was tearing apart(while studying... &#60;img src=&#34;http://www.rigging101.com/forum/my-plugins/bb-smilies/default/icon_smile.gif&#34; title=&#34;:-)&#34; class=&#34;bb_smilies&#34; /&#62; ) a rig called &#38;quot;AndyRig_v1.4.6&#38;quot; which I downloaded from creative crash,I came across a pretty cool node called blendweight or something which was used in most of the facial rig of the character.&#60;br /&#62;
what it does is - it allows the animator to control an action with more than one control.&#60;br /&#62;
For eg.. the rig has two set of controls for the Eye controls(eye lids) - one as a slider control and other &#38;quot;on face&#38;quot; control.&#60;/p&#62;
&#60;p&#62;If anyone knows what this node is and how to implement it ....then it  would be awesome if u could share it..&#60;br /&#62;
thanx in advance&#60;/p&#62;
&#60;p&#62;BTW check out the AndyRig_v1.4.6 in creativecrash.com its a kickass rig...
&#60;/p&#62;</description>
</item>
<item>
<title>shrcnr on "bird rigging"</title>
<link>http://www.rigging101.com/forum/topic.php?id=198#post-1060</link>
<pubDate>Wed, 04 Jan 2012 18:58:08 +0000</pubDate>
<dc:creator>shrcnr</dc:creator>
<guid isPermaLink="false">1060@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;mfeather is pretty good but I still have some problem with translation of the feathers. Using mfeather just gives you feathers in a stright line which is not so flexible.&#60;br /&#62;
If someone knows some way to drive feathers based on main mesh&#38;#39;s(wing&#38;#39;s) vertices that would be very helpful.....&#60;br /&#62;
thanx..
&#60;/p&#62;</description>
</item>
<item>
<title>jgaines on "Vertex Reorder"</title>
<link>http://www.rigging101.com/forum/topic.php?id=291#post-1059</link>
<pubDate>Sat, 03 Dec 2011 15:05:00 +0000</pubDate>
<dc:creator>jgaines</dc:creator>
<guid isPermaLink="false">1059@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;We have a few at work too, but no body know where they are located. In Maya, they have the &#38;quot;Transfer Attributes&#38;quot; Tool, which can reorder vertex numbers! Way to Autodesk!!!
&#60;/p&#62;</description>
</item>
<item>
<title>Javier &quot;Goosh&quot; Solsona (admin) on "Vertex Reorder"</title>
<link>http://www.rigging101.com/forum/topic.php?id=291#post-1058</link>
<pubDate>Sat, 03 Dec 2011 04:18:03 +0000</pubDate>
<dc:creator>Javier &quot;Goosh&quot; Solsona (admin)</dc:creator>
<guid isPermaLink="false">1058@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;We have something like that at work. I haven&#38;#39;t looked very closely to how it works. It could be that extra info is stored in some node that can then be compared to other models. But like I said, I haven&#38;#39;t really looked. it&#38;#39;s a modeling tool and in Maya. Haven&#38;#39;t used those in a while &#60;img src=&#34;http://www.rigging101.com/forum/my-plugins/bb-smilies/default/icon_wink.gif&#34; title=&#34;;)&#34; class=&#34;bb_smilies&#34; /&#62; &#60;/p&#62;</description>
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<title>jgaines on "Vertex Reorder"</title>
<link>http://www.rigging101.com/forum/topic.php?id=291#post-1057</link>
<pubDate>Tue, 29 Nov 2011 18:32:44 +0000</pubDate>
<dc:creator>jgaines</dc:creator>
<guid isPermaLink="false">1057@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;Does anybody know what needs to be done mel or python wise to reorder vertices on a mesh? How I&#38;#39;m thinking to go about it would be to take a model that has the vertex order you want and a model that is a match of the first model that has a screwed up order. Select the verts on the good model, then select the bad model, run the script and it matches your vertex order numbers from the good model to the bad model. &#60;/p&#62;
&#60;p&#62;Any help or suggestions that would give ideas to create this are welcomed.
&#60;/p&#62;</description>
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<title>pataz on "non flipping switch IK-FK"</title>
<link>http://www.rigging101.com/forum/topic.php?id=288#post-1056</link>
<pubDate>Fri, 25 Nov 2011 00:07:56 +0000</pubDate>
<dc:creator>pataz</dc:creator>
<guid isPermaLink="false">1056@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;WAW!! I didn&#38;#39;t see all the conversion till now!! thank you SO MUCH for the explanation!! I am trying this right away.
&#60;/p&#62;</description>
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<title>shrcnr on "bird rigging"</title>
<link>http://www.rigging101.com/forum/topic.php?id=198#post-1055</link>
<pubDate>Fri, 18 Nov 2011 04:33:47 +0000</pubDate>
<dc:creator>shrcnr</dc:creator>
<guid isPermaLink="false">1055@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;Thanx pushkar that was a good tip.... this script is awesome..
&#60;/p&#62;</description>
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<title>pushkar.rautela on "bird rigging"</title>
<link>http://www.rigging101.com/forum/topic.php?id=198#post-1054</link>
<pubDate>Thu, 17 Nov 2011 22:34:44 +0000</pubDate>
<dc:creator>pushkar.rautela</dc:creator>
<guid isPermaLink="false">1054@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;hi&#60;br /&#62;
better to bird rig use  Mfeather, it&#38;#39;s awesome comfortable...................
&#60;/p&#62;</description>
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<item>
<title>shrcnr on "bird rigging"</title>
<link>http://www.rigging101.com/forum/topic.php?id=198#post-1053</link>
<pubDate>Thu, 17 Nov 2011 11:44:30 +0000</pubDate>
<dc:creator>shrcnr</dc:creator>
<guid isPermaLink="false">1053@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;HI i&#38;#39;m stuck with a bird rig that i&#38;#39;m working on.The problem is the feather&#38;#39;s positioning.Is there anyway to position feathers based on the vertices of the wing mesh. I&#38;#39;m not used to scripting but I got this idea from a video of an automated bird rig using Python scripting. PLz if anyone could provide any methods to implement this in a rig, I would really appreciate it.Thankx..
&#60;/p&#62;</description>
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<title>jgaines on "non flipping switch IK-FK"</title>
<link>http://www.rigging101.com/forum/topic.php?id=288#post-1052</link>
<pubDate>Wed, 16 Nov 2011 03:12:59 +0000</pubDate>
<dc:creator>jgaines</dc:creator>
<guid isPermaLink="false">1052@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;Here is the properly spaced script on my site.&#60;br /&#62;
&#60;a href=&#34;http://joshgaines3d.com/downloads/&#34; rel=&#34;nofollow&#34;&#62;http://joshgaines3d.com/downloads/&#60;/a&#62;
&#60;/p&#62;</description>
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<item>
<title>Javier &quot;Goosh&quot; Solsona (admin) on "Char TDs - DreamWorks"</title>
<link>http://www.rigging101.com/forum/topic.php?id=290#post-1051</link>
<pubDate>Wed, 16 Nov 2011 00:19:31 +0000</pubDate>
<dc:creator>Javier &quot;Goosh&quot; Solsona (admin)</dc:creator>
<guid isPermaLink="false">1051@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;We are looking for senior Character TDs at DreamWorks.&#60;/p&#62;
&#60;p&#62;If anybody is looking let me know&#60;/p&#62;
&#60;p&#62;Javier
&#60;/p&#62;</description>
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<title>jgaines on "non flipping switch IK-FK"</title>
<link>http://www.rigging101.com/forum/topic.php?id=288#post-1050</link>
<pubDate>Mon, 14 Nov 2011 04:15:36 +0000</pubDate>
<dc:creator>jgaines</dc:creator>
<guid isPermaLink="false">1050@http://www.rigging101.com/forum/</guid>
<description>&#60;p&#62;Hi erinfdean,&#60;/p&#62;
&#60;p&#62;Sorry for the relate response. But here is the answer for matching a no-flip elbow/knee.&#60;/p&#62;
&#60;p&#62;To solve the elbow position with a no flip elbow/knee, you have to do a guess and&#60;br /&#62;
check process. First, what is a no flip elbow/knee? A no flip elbow/knee uses a&#60;br /&#62;
rotation plane (RP) IK system on a joint chain consisting of 3 joints&#60;br /&#62;
(shldr, elbow, wrist, or hip, knee, ankle). Next, you will need to create a locator&#60;br /&#62;
and do a polevector constraint by selecting the locator then toggle the IK handle.&#60;br /&#62;
Now vert snap that locator to the shldr joint, if on an arm, or gridsnap, about&#60;br /&#62;
10 units in front of the foot, if on a knee. Parent the locator under the shldr joint&#60;br /&#62;
for no flip elbow and under your foot_Ik_Ctrl for no flip knee. From here out, the&#60;br /&#62;
example I&#38;#39;m sticking with is a no flip elbow. Copy this process for a no flip knee.&#60;/p&#62;
&#60;p&#62;On the IK handle, one of the attributes (attr) is called &#38;quot;twist&#38;quot;. On your wrist_Ik_Ctrl,&#60;br /&#62;
you will need a custom float attr called &#38;quot;elbow_twist&#38;quot;. Connect this attr to the &#38;quot;twist&#38;quot;&#60;br /&#62;
attr of the IK handle. Now when you change the value of the elbow_twist, your RP IK&#60;br /&#62;
should rotate the elbow.&#60;/p&#62;
&#60;p&#62;Now let&#38;#39;s dissect what we want to do. So we have our FK arm in a pose and would like&#60;br /&#62;
to match our IK arm with no flip elbow to our FK arm pose. Well if I match it using&#60;br /&#62;
the method I described above in my previous post, your wrist_Ik_Ctrl will go to the&#60;br /&#62;
correct position. However, the elbow will not align now. What do we know about&#60;br /&#62;
an IK of type RP? If you click on the IK handle, you will see that by the shldr joint,&#60;br /&#62;
there will appear a circle with a white triangle pointing to a position on the&#60;br /&#62;
circle. So IK RP rotates around a circle, which is 360 degrees. Now we are getting&#60;br /&#62;
somewhere. This next part is tricky to understand and I will explain as best as I can.&#60;/p&#62;
&#60;p&#62;Basically, we want to find the distance between the elbow_Fk_Ctrl and the elbow_Ik_Jnt.&#60;br /&#62;
The elbow_Fk_Ctrl will not move, but we will change the value on the&#60;br /&#62;
wrist_Ik_Ctrl.elbow_twist to move our elbow_Ik_Jnt closer to its elbow_Fk_Ctrl target.&#60;/p&#62;
&#60;p&#62;---Questions---&#60;br /&#62;
1) &#38;quot;How do we find the distance and use that information to update our elbow_twist?&#38;quot;&#60;br /&#62;
2) &#38;quot;Then, how do we know how many times to do this process before it aligns properly?&#38;quot;&#60;/p&#62;
&#60;p&#62;Good Questions!&#60;/p&#62;
&#60;p&#62;Answer to Q 1) You need to think what are the minimum and maximum distances that your&#60;br /&#62;
elbow can travel. Well, remember that circle on our RP IK? Ans: min = 0, max = 360.&#60;br /&#62;
Now we have rotation distance range. But what about the distance between the&#60;br /&#62;
elbow_Fk_Ctrl position and the elbow_Ik_Jnt position? After all, that distance is&#60;br /&#62;
what will tell us if we have matched the Ik_Jnt to the Fk_Ctrl. In order to find this&#60;br /&#62;
out, we have to use a geometrical math term (maybe pre calculus) called &#38;quot;magnitude&#38;quot;.&#60;br /&#62;
See here for a more detailed explanation:&#60;br /&#62;
&#60;a href=&#34;http://www.icoachmath.com/math_dictionary/Magnitude_of_a_Vector.html&#34; rel=&#34;nofollow&#34;&#62;http://www.icoachmath.com/math_dictionary/Magnitude_of_a_Vector.html&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Above, I said we are looking for the distance between the elbow_Fk_Ctrl.position&#60;br /&#62;
and the elbow_Ik_Ctrl.position. Well &#38;quot;position&#38;quot; consists of an (X, Y, Z) or&#60;br /&#62;
vector value. Mangnitude = sqrt(X**2 + Y**2 + Z**2). In our case, we need to find the&#60;br /&#62;
magnitude of the difference between the elbow_Fk_Ctrl vector and elbow_Ik_Jnt vector.&#60;/p&#62;
&#60;p&#62;So to combine everything together...&#60;br /&#62;
    The wrist_Ik_Ctrl.elbow_twist will be set to our min value&#60;br /&#62;
    Run mag math to give us minDist length.&#60;/p&#62;
&#60;p&#62;    The wrist_Ik_Ctrl.elbow_twist will be set to our max value&#60;br /&#62;
    Run mag math to give us maxDist length.&#60;/p&#62;
&#60;p&#62;Now we have the minDist and maxDist our elbow_twist can travel.&#60;/p&#62;
&#60;p&#62;----&#60;br /&#62;
NOTE: In MEL, mag is magnitude. In Python, there is not a command that directly does this.&#60;br /&#62;
    However, in the python script I made below, I show you the individual steps that give the&#60;br /&#62;
    same answer as MEL&#38;#39;s mag, but in Python. If you want to do further research on having a&#60;br /&#62;
    command for python, you will need to download and install NumPy. Get it here:&#60;/p&#62;
&#60;p&#62;    &#60;a href=&#34;http://new.scipy.org/download.html&#34; rel=&#34;nofollow&#34;&#62;http://new.scipy.org/download.html&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;    I&#38;#39;m still not sure if it has a one command solution either.&#60;br /&#62;
    If you&#38;#39;re real good with Python, you can create your own class.&#60;br /&#62;
----&#60;/p&#62;
&#60;p&#62;Let&#38;#39;s re-phrase Q 2:&#60;br /&#62;
2) Is minDist or maxDist closer to positioning the elbow_Ik_Jnt to the elbow_Fk_Ctrl?&#60;/p&#62;
&#60;p&#62;Ans to Q 2) In order to figure this out, you need to get an average of the data.&#60;/p&#62;
&#60;p&#62;avg = ((max - min)/2 + min)&#60;/p&#62;
&#60;p&#62;This takes our distance of 360 and starts dividing by half each time to get closer to&#60;br /&#62;
where the elbow_twist is matching (eg. 360, 180, 90, 45, 22.5, etc.).&#60;/p&#62;
&#60;p&#62;Now we need to update the min or max value based on if the minDist is less, greater,&#60;br /&#62;
or equal to the maxDist.&#60;/p&#62;
&#60;p&#62;if (minDist &#38;gt; maxDist):&#60;br /&#62;
    min = avg&#60;br /&#62;
elif (minDist &#38;lt; maxDist):&#60;br /&#62;
    max = avg&#60;br /&#62;
else: #min == max&#60;br /&#62;
    min = min + .00001&#60;/p&#62;
&#60;p&#62;The reason why we add .00001 to min if equal to max is because, if we didn&#38;#39;t, the&#60;br /&#62;
calculation will get hung up. So we add a very, very, very small amount for the&#60;br /&#62;
calcuation to progress.&#60;/p&#62;
&#60;p&#62;All of this is thrown into a loop and you have it do this calculation&#60;br /&#62;
somewhere between 25-50 times.&#60;/p&#62;
&#60;p&#62;At the end, the wrist_Ik_Ctrl.elbow_twist will be set with the value that matches to&#60;br /&#62;
your elbow_Fk_Ctrl position. However, if the final amount is greater than + 180 or less&#60;br /&#62;
than -180, we need to do a &#38;quot;clean up values&#38;quot; to make sure the final elbow_twist value&#60;br /&#62;
resides between -180 and +180.&#60;/p&#62;
&#60;p&#62;elbowTwist = getAttr(&#38;#39;wrist_Ik_Ctrl.elbow_twist&#38;#39;)&#60;br /&#62;
if (elbowTwist &#38;gt; 180):&#60;br /&#62;
    setAttr(&#38;#39;wrist_Ik_Ctrl.elbow_twist&#38;#39;, elbowTwist - 360)&#60;br /&#62;
elif (elbowTwist &#38;lt; -180):&#60;br /&#62;
    setAttr(&#38;#39;wrist_Ik_Ctrl.elbow_twist&#38;#39;, elbowTwist + 360)&#60;/p&#62;
&#60;p&#62;Here is the code:&#60;br /&#62;
--------------------------------------------------------------------------------&#60;br /&#62;
import maya.cmds as cmds&#60;br /&#62;
import math&#60;/p&#62;
&#60;p&#62;#--- No-Flip PV ---&#60;br /&#62;
min = 0&#60;br /&#62;
max = 360&#60;br /&#62;
fkPos = cmds.xform(&#38;#39;L_elbow_FKCTRL&#38;#39;, q=True, ws=True, rp=True)&#60;/p&#62;
&#60;p&#62;for i in xrange(0, 50, 1):&#60;br /&#62;
    #Set min and max on elbow_twist to find correct value:&#60;br /&#62;
    cmds.setAttr(&#38;#39;L_wrist_IKCTRL.elbow_twist&#38;#39;, min)&#60;br /&#62;
    ikPos = cmds.xform(&#38;#39;L_elbow_IKJNT&#38;#39;, q=True, ws=True, rp=True)&#60;/p&#62;
&#60;p&#62;    ikVecX = ikPos[0]&#60;br /&#62;
    ikVecY = ikPos[1]&#60;br /&#62;
    ikVecZ = ikPos[2]&#60;/p&#62;
&#60;p&#62;    fkVecX = fkPos[0]&#60;br /&#62;
    fkVecY = fkPos[1]&#60;br /&#62;
    fkVecZ = fkPos[2]&#60;/p&#62;
&#60;p&#62;    vecX = ikVecX - fkVecX&#60;br /&#62;
    vecY = ikVecY - fkVecY&#60;br /&#62;
    vecZ = ikVecZ - fkVecZ&#60;/p&#62;
&#60;p&#62;    minDist = math.sqrt(vecX**2 + vecY**2 + vecZ**2)&#60;br /&#62;
    print minDist&#60;/p&#62;
&#60;p&#62;    cmds.setAttr(&#38;#39;L_wrist_IKCTRL.elbow_twist&#38;#39;, max)&#60;br /&#62;
    ikPos = cmds.xform(&#38;#39;L_elbow_IKJNT&#38;#39;, q=True, ws=True, rp=True)&#60;/p&#62;
&#60;p&#62;    ikVecX = ikPos[0]&#60;br /&#62;
    ikVecY = ikPos[1]&#60;br /&#62;
    ikVecZ = ikPos[2]&#60;/p&#62;
&#60;p&#62;    fkVecX = fkPos[0]&#60;br /&#62;
    fkVecY = fkPos[1]&#60;br /&#62;
    fkVecZ = fkPos[2]&#60;/p&#62;
&#60;p&#62;    vecX = ikVecX - fkVecX&#60;br /&#62;
    vecY = ikVecY - fkVecY&#60;br /&#62;
    vecZ = ikVecZ - fkVecZ&#60;/p&#62;
&#60;p&#62;    maxDist = math.sqrt(vecX**2 + vecY**2 + vecZ**2)&#60;br /&#62;
    print maxDist&#60;/p&#62;
&#60;p&#62;    avg = ((max - min)/2 + min)&#60;br /&#62;
    print avg&#60;/p&#62;
&#60;p&#62;    if (minDist &#38;gt; maxDist):&#60;br /&#62;
        min = avg&#60;br /&#62;
    elif (minDist &#38;lt; maxDist):&#60;br /&#62;
        max = avg&#60;br /&#62;
    else: #min == max&#60;br /&#62;
        min = min + .00001&#60;/p&#62;
&#60;p&#62;#Check elbow_twist value:&#60;br /&#62;
twistVal = cmds.getAttr(&#38;#39;L_wrist_IKCTRL.elbow_twist&#38;#39;)&#60;/p&#62;
&#60;p&#62;if (twistVal &#38;gt; 180):&#60;br /&#62;
    cmds.setAttr(&#38;#39;L_wrist_IKCTRL.elbow_twist&#38;#39;, twistVal - 360)&#60;/p&#62;
&#60;p&#62;elif (twistVal &#38;lt; -180):&#60;br /&#62;
    cmds.setAttr(&#38;#39;L_wrist_IKCTRL.elbow_twist&#38;#39;, twistVal + 360)&#60;/p&#62;
&#60;p&#62;------&#60;/p&#62;
&#60;p&#62;Spacing note - Everything under the for loop until &#38;quot;#Check elbow_twist value&#38;quot;, needs to be indented. I will try to post it up on my website with the proper spacing. I&#38;#39;ll add my website link here as soon as I do.
&#60;/p&#62;</description>
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