Created
February 23, 2016 12:53
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Use Geometry as a controller in Maya
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| # Use geometry as a Rig Controller. | |
| # Created By Jason Dixon. http://internetimagery.com | |
| # | |
| # Usage: Add code below to a shelf button. Select some polygon faces, and a controller object. Hit the button! | |
| # | |
| # This program is free software: you can redistribute it and/or modify | |
| # it under the terms of the GNU General Public License as published by | |
| # the Free Software Foundation, either version 3 of the License, or | |
| # any later version. | |
| # | |
| # This program is distributed in the hope that it will be useful, | |
| # but WITHOUT ANY WARRANTY; without even the implied warranty of | |
| # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
| # GNU General Public License for more details. | |
| import maya.cmds as cmds | |
| import collections | |
| import functools | |
| def unique_name(name): | |
| working = name | |
| i = 0 | |
| while cmds.objExists(working): | |
| i += 1 | |
| working = "%s_%s" % (name, i) | |
| return working | |
| def main(): | |
| try: | |
| control = cmds.ls(sl=True, type="transform") | |
| if len(control) != 1: | |
| return cmds.warning("Please select a single controller.") | |
| control = control[0] | |
| faces = cmds.polyListComponentConversion(cmds.ls(sl=True, type="float3"), tf=True, internal=True) | |
| if not faces: | |
| return cmds.warning("Please select a controller and some faces.") | |
| except RuntimeError: | |
| return cmds.warning("Please select a controller and some faces.") | |
| err = cmds.undoInfo(openChunk=True) | |
| connect = functools.partial(cmds.connectAttr, f=True) | |
| try: | |
| cmds.select(cl=True) | |
| # Clear out existing shapes | |
| control_shapes = cmds.listRelatives(control, c=True, s=True) | |
| if control_shapes: | |
| cmds.delete(control_shapes) | |
| # Map transform to shapes | |
| mesh_map = collections.defaultdict(list) # Map meshes to faces | |
| object_map = collections.defaultdict(set) # Map transforms to meshes | |
| for face in faces: | |
| mesh = cmds.listRelatives(face, p=True)[0] | |
| xform = cmds.listRelatives(mesh, p=True)[0] | |
| mesh_map[mesh].append(face) | |
| object_map[xform].add(mesh) | |
| # Create a new mesh and link it to the selected mesh | |
| for xform, meshes in object_map.iteritems(): | |
| for mesh in meshes: | |
| new_mesh = cmds.createNode("mesh", n=unique_name("picker_%s" % mesh), p=control, ss=True) | |
| connect("%s.outMesh" % mesh, "%s.inMesh" % new_mesh) | |
| # Clear out unneeded faces | |
| cmds.select([new_mesh + "." + a.split(".")[-1] for a in mesh_map[mesh]], r=True) | |
| cmds.select("%s.f[:]" % new_mesh, tgl=True) | |
| cmds.delete() | |
| # Find Delete node we just created | |
| delete_node = cmds.listConnections("%s.inMesh" % new_mesh, type="deleteComponent") | |
| if not delete_node: | |
| raise RuntimeError("Deletion Node not found") | |
| delete_node = delete_node[0] | |
| # Drop in between Delete node and our Mesh | |
| geo_xform = cmds.createNode("transformGeometry", n=unique_name("compensate_%s" % mesh), ss=True) | |
| connect("%s.outputGeometry" % delete_node, "%s.inputGeometry" % geo_xform) | |
| connect("%s.outputGeometry" % geo_xform, "%s.inMesh" % new_mesh) | |
| # Zero out any mesh movement | |
| matrix_multi = cmds.shadingNode("multMatrix", asUtility=True, n=unique_name("zero_%s" % mesh)) | |
| connect("%s.worldMatrix[0]" % xform, "%s.matrixIn[0]" % matrix_multi) | |
| connect("%s.worldInverseMatrix[0]" % control, "%s.matrixIn[1]" % matrix_multi) | |
| connect("%s.matrixSum" % matrix_multi, "%s.transform" % geo_xform) | |
| # Pretify the mesh | |
| cmds.setAttr("%s.displayBorders" % new_mesh, 1) | |
| cmds.setAttr("%s.displayEdges" % new_mesh, 1) | |
| cmds.setAttr("%s.castsShadows" % new_mesh, 0) | |
| cmds.setAttr("%s.receiveShadows" % new_mesh, 0) | |
| cmds.setAttr("%s.motionBlur" % new_mesh, 0) | |
| cmds.setAttr("%s.primaryVisibility" % new_mesh, 0) | |
| cmds.setAttr("%s.smoothShading" % new_mesh, 0) | |
| cmds.setAttr("%s.visibleInReflections" % new_mesh, 0) | |
| cmds.setAttr("%s.visibleInRefractions" % new_mesh, 0) | |
| cmds.setAttr("%s.doubleSided" % new_mesh, 0) | |
| # Vanish! | |
| mat = "invsible_material" | |
| if not cmds.objExists(mat): | |
| mat = cmds.shadingNode("surfaceShader", asShader=True, n=mat) | |
| mat_set = cmds.sets(r=True, nss=True, em=True, n=unique_name("%sSG" % mat)) | |
| cmds.connectAttr("%s.outColor" % mat, "%s.surfaceShader" % mat_set) | |
| cmds.setAttr("%s.outTransparency" % mat, 1, 1, 1, type="double3") | |
| else: | |
| mat_set = "%sSG" % mat | |
| cmds.sets(control, e=True, fe=mat_set) | |
| cmds.select(control, r=True) | |
| except Exception as err: | |
| raise | |
| finally: | |
| cmds.undoInfo(closeChunk=True) | |
| if err: | |
| cmds.undo() | |
| main() |
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