error with aux follow list
Hi,
I was very interested in trying out the feature where I can add a custom "parent" list to an aux proxy. The problem is that generating the rig gets stuck when it reaches the aux node. In my case it's a pair of aux nodes under the hands.
This is the python error maya spits out:
building controls Weapon
building left_Weapon controls
# Traceback (most recent call last):
# File "C:\ProgramData/Autodesk/ApplicationPlugins\rrm3\Contents\scripts\gui\main_tabs_generate_rig.py", line 169, in <lambda>
# generate_rig_button.clicked.connect(lambda *args: self.build_rig())
# File "C:\ProgramData/Autodesk/ApplicationPlugins\rrm3\Contents\scripts\gui\main_tabs_generate_rig.py", line 216, in build_rig
# rig_build_success = _build_rig.build_rig(rig_data_obj)
# File "C:\ProgramData/Autodesk/ApplicationPlugins\rrm3\Contents\scripts\control_rig\_build_rig.py", line 177, in build_rig
# module.build(controls=True)
# File "C:\ProgramData/Autodesk/ApplicationPlugins\rrm3\Contents\scripts\control_rig\build_modules\_build_module.py", line 119, in build
# self.build_side(start_nodes=start_nodes, joints=joints, controls=controls)
# File "C:\ProgramData/Autodesk/ApplicationPlugins\rrm3\Contents\scripts\control_rig\build_modules\build_auxiliary.py", line 48, in build_side
# self.connect_module_to_targets()
# File "C:\ProgramData/Autodesk/ApplicationPlugins\rrm3\Contents\scripts\control_rig\build_modules\build_auxiliary.py", line 156, in connect_module_to_targets
# self.space_switcher(attr_node=node, driven_node=follow_grp, attr_dict=attr_dict)
# NameError: name 'node' is not defined
I tried using both the biped preset and building a quick setup from scratch. This error pops both in maya 2022 and 2023.
If there any other details you would like to know, please let me know.
Tnx,
Ioan





I don’t think this would work based on Maya’s architecture. I believe you are running into cycle issues. HIK has fancy ways around this, but it has major trade-offs.
Essentially, I think, what you are looking for is a bidirectional constraint. I have seen it once or twice before in Maya so it might be possible. I can do some digging into this but I can’t make any promises that this would be something I can implement.
Dustin