Walkerman's addBodyCode Procedure
This is the third procedure called, in the Walkerman program.
If you are stepping thru Walkerman with the script editor, you would be doing this: int $n = 1; addSkeleton($n); addAttributes($n); Then we come to this procedure: global proc addBodyCode (int $n){ Here we are just building strings so we can use them later in the code. . . . // BODY JOINTS string $bb = "bb" + $n; // gives "bb1" string $hc = "hc" + $n; // gives "hc1" string $hl = "hl" + $n; // gives "hl1" string $hr = "hr" + $n; // etc . . . string $ls = "ls" + $n; string $rs = "rs" + $n; Now the FUN part . . . Here we build the string we need to add the mathematical coding for the expression we want. string $exp1 = $hl + ".rotateZ = " + $hl + ".legSpread + tan(" + $bb + ".clock * " + $hc + ".hipSwing/" + $bb + ".initYposition - .5)-5.74;"; Not a wide enough window to show the expression properly here, but it builds to a string: hl1.rotateZ = hl1.legSpread + tan(bb1.clock * hc1.hipSwing/bb1.initYposition -.5)- 5.74; Now we actually create the expression: expression -s $exp1 -o hl -ae 1 -uc all; Jumping to a easier expression: string $exp3 = $ls + ".tx = -"+ $rs + ".tx;"; builds the string: ls1.tx = -rs1.tx; Then we create the expression: expression -s $exp3 -o rs -ae 1 -uc all ; Everything that follows is basically the same functions being repeated to create coding for all the joints in the body. . . . and lots of fun stuff like MATH - a fun can of worms to open up if you have the time and patience. . . . :eek: Keep in mind that the code ls1.tx = -rs1.tx; could also be: ls2.tx = -rs2.tx; or ls4.tx = -rs4.tx; Depending on which character number you are building. Then we want the parent of all the joints selected as we exit the procedure . . . select -r $bb; } The only complicated part of this procedure is the math . . . . Building the sttings for the code can be a pain too, but you can print the expressions out in the script editor to see what they look like and then edit them as needed. |
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