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hj link selected attrs 0.0.1 for Maya (maya script)

attribute linking using util nodes

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Compatibility

  • 2008

History

Created:09/22/2009
Last Modified:06/17/2010
File Size: 8.33 KB
/*
'=========================================================================
'
' MELScript Source File -- Created with Mapy
'
' NAME: hjLinkSelectedAttrs.mel

' VERSION: 0.1

' AUTHOR:  oglop, han jiang , the man who really hates max


' DATE  : 10/15/2007
' EMAIL : hidden here, visible in script file
        
    The script use utility nodes to connect attributes highlighted in the channel box , it works
    with multiple objects (some mode)
    
    
    USAGE:
            
            put the 3 script into your script folder, restart maya, you'll find the new channel box
            RMB context menu, Attr Linking        
    
    
    Explanation:
    
                generateChannelMenu.mel override default maya channel box RMB menu, this file is from 2008
                hjLinkSelectedAttrs.mel this file
                hjgetObjAttrs.mel                global proc used to get selected channel box attrs and objs,
                                                                because my various other script use this proc, so it's in a separate file
    

modes

Function( > means control)

Work over Multiple objects

Work with more than 2 attrs

Direct Link

Obj.attr1 > attr2

YES

YES

Inverse Link Selected Attrs

Obj.attr1=-1*attr2

YES

YES*

Link 1/2

Obj.attr1 * 0.5 = attr2

YES

YES*(but the 4th and later attrs are connected as 1/2)

Link 1/10

Obj.attr1 * 0.1 = attr2

YES

YES *

Link /100

Obj.attr1 * 0.01 = attr2

YES

YES *

Link with proportion

Attr2= a * attr1

Attr3 = b * attr1


NO

YES

Special Direct link Multiple objects

Obj1.attr > obj2.attr

YES

YES

Clean Util Nodes

Delete all the util nodes I created

-

-

why it's in cloth category ?

because the inverse linking method is used to change the syflex collider attribute, envelope_ext  envelope_int

and  the link with proportion or the link 1/10 is for the cloth attribute, stretch / shear / bend stiffness, they are always in proportion

and if you want multiple colliders to have the same friction, you could use the special linking over multiple objects mode.

it just made your job easier when you don't have a ui to tweak the parameters, suppose you are an effects animator ... 

 

Animated GIF demo please click Here


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