I’m getting closer with my “Walker” rig. I fixed some of the orientation problems I was having in the feet and re-wrote the script to make it on the YZ plane instead of the XZ plane. Seems to make more sense that way, and it also orients better.
A few new problems popped up as usual. One has to do with the knee point. When I move it, the foot joints rotate all off-axis. All I want is the knee direction to change, I don’t want that to affect the foot and toe joints at all.
I’m pretty sure that’s an orientation problem that I probably can fix.
Here’s another timelapse because again, timelapses are cool.
Plus, I wrote a few new scripts and updated some older ones. Here’s a quick script that simply nulls the joint orient values of the selected joints. It comes in handy because Orient Joint doesn’t zero out the end joint value so I find myself manually zeroing end joints out all the time.
Null Joint Orient Script:
import maya.cmds as cmds # Simply sets the Joint Orient values of the selected joints to 0 def nullJointOrients(myJoints): for joint in myJoints: cmds.setAttr(joint + ".jointOrientX",0) cmds.setAttr(joint + ".jointOrientY",0) cmds.setAttr(joint + ".jointOrientZ",0) print("# Joint Orients on " + joint + " set to 0") nullJointOrients(cmds.ls(o=1,type="joint",sl=1))