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Rapid Rig: Modular V3

Public·56 members

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

48 Views
Dustin Nelson
Dustin Nelson
Apr 21, 2023

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

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