Archive for the 'Updates' Category

Tue, Oct 16th, 2012
posted by jjburton 02:10 PM

Finally got this little bit of R&D in a functioning tool.

After looking into that bug at the end, it was messing up because this version of the Morphy proxy geo had messed up UV’s. Follicles need decent UV’s to work. Will look at adding a check for decent UV’s.


  • Add target mesh objects with the ‘>>’ button
  • Modes:
    • Surface – places on the surface
    • Bisect – places at every contact of the cast ray on the object(s)
    • MidPoint – finds the midpoint of hit points
  • Drag – whether you want creation as you drag or not. Default is only on mouse release
  • Clamp – how many intersection are allowed, 0 means infinite
  • Create Modes – all but locator and joint will create when you drop the tool or press ‘q’ on most maya default setups
    • locator
    • joint
    • jointChain
    • curve
    • follicle
    • group — only a transform at that spot
  • Start – initializes tool
  • Drop – finalizes it (or ‘q’)

To do in the future:

  • mirror mode
  • skinDeep mode – for placing joints just within the surface for facial work
  • Add a check to make sure a mesh has suitable UV’s
Fri, Sep 14th, 2012
posted by jjburton 08:09 AM

Where we’re at in the tag animation. Been busy around here…

  • Bokser and I were both away some on vacation time and are starting a new gig this week so it’ll be slow on the update front
  • Lookin to post the Morpheus 2.0 Kickstarter teaser vid next week. Lookin forward to it
  • Hopin to get back to the rigger soon, it should would be handy about now
  • Guild Wars 2 is awesome
Wed, May 9th, 2012
posted by jjburton 10:05 AM

Sorry for the delay. Busy week:)
Lots of new tools rolled in from Morgan Loomis. Fantastic stuff. another reason why we’re glad this endeavor is taking shape. So many great tools out there that no one knows how to find em all. In keeping with that idea, we’re  thrilled to announce a new contributor – Bohdon Sayre. Woot!
  • New cgm.Marking Menu’s
    • Gotten a handle on setting up marking menus using zoo’s as a base and pushing them into a class wrapper from that
    • Set Key (default is s when setup) – meant to replace the s key
      • If no other function is selected, it acts just like Maya’s regular ‘s’ key
      • Reset selected (new!) – what a great tool. Reset transformations on an object or channels to default values
      • dragBreakdown
      • autoTangent
      • tweenmachine
      • locinator
      • animTools
      • ml Set Key
      • ml Hold
      • ml Delete Key
      • Plans – I wanna swing back and let the user set the default keying mode for the basic button press to improve on maya’s. For example, wanna include
        • breakdown mode – keys set are inbetween keys, maybe auto converts the key if they’re not
        • buffer key (assign a buffer to key everything in that buffer) More on buffers later
        • standard keying
    • Snapping (default is t key when setup)
      • Point Snap
      • Orient Snap
      • Parent Snap
      • Surface snap – requires last selected object to be a mesh, nurbs surface or nurbs curve
      • Match snap – using same functionality  from locinator/animTools
      • Loc Me
      • Tagging (from locinator)
        • Do you all think it worthwhile to allow tagging an object to another object and not just locators?
      • Matchmode – point/orient/parent
  • Bohdon Sayre new contributor!
    • boTriggers now included
    • Will work on looking at implementing more
  •  cgm.AnimTools
    • Morgan Loomis’ Copy Anim,Convert Rotation order and arc tracer now implemented
  • cgm.tdTools
    • Added John Doublestein’s Dynamic Parent Constraint Tool
  • cgm.attributes
    • convertAttrType – new function to change an attribute from one type to another. Enum’s are stored to strings as ‘option1;option2’. Strings with a ‘;’ will split to enum options on conversion
    • storeInfo – modified to match attr type for storing for the previous bullet
  • Bugs reported
    •  zooHudCTRL – fixed bug from missing zooDates.mel. Added it. Fixed.
    • cgm.tdTools.cgmNameToFloat – missing an import
    • cgm.tdTools.cgmNameToFloat – wasn’t creating keyable attr. Fixed. Also made better reporting.


Mon, Apr 2nd, 2012
posted by jjburton 08:04 AM

Gonna try to update weekly to let folks know what we’re workin on and to at least foster the impression of progression.

  • This week:
    • attrTools
    • Start video tutorials for current tools
    • Working gigs
    • First beta push to larger test pool going out
  • On deck:
    • Reg naming tools (not a priority)
    • Animation deformer tool for doing on the fly blendshapes in animation scenes
    • Looping back to get the modular rigging moving again.