IMAGE G RIG DRIVER SCRIPTING FOR MAYA This is Casey Schatz over at Image G, and welcome to the beta of the IMAGE G Maya Bulldog simulation: The basic idea is that you can animate a MAYA camera and then 'hook' the Bulldog to it and watch how the rig will accomplish the move. Meanwhile a MEL expression generates a Kuper file which can be plugged into the real rig and do the identical move! As the GUI isnt all the way there yet, I wanted to quickly describe the general workflow and explain what the buttons do. 1) Open up a scene with your favorite camera move and then import the scene "RIGDRIVER_MAYA3.mb" . Make sure our shelf "SHELF_BULLDOG2.mel" has been loaded also. Set the shelf preferences to "icon>text below" to see the button labels. Remember: IMAGE G WORKS IN INCHES and the models are scaled to their "real size" 2) In our scene, there is a camera called "AnimateMe". This should be POINT and ORIENT constrained to your camera so that it is doing the identical move. (This is for the sake of having the proper name in the MEL scripts, within the next few days I will have it so that you can enter a string for your camera name and be able to skip this step.) 3) Once this is done, hit the "Hook Rig" button and the rig will do the move of the previously animated camera. After this, use the "Move Rig" button to place the rig wherever you want and the constraints to the camera will remain intact. Here is a quick recap of the shelf button functions: CamDrag - Before the "HookRig" has been executed, this will let you manually move the rig around from the point of the camera pivot. HookRig - Attaches the rig to the "AnimateMe" camera which was animated itself or constrained via point and orient to an already animated camera. MoveRig - Before the "HookRig" command has been executed, this will move the entire rig around and establish the lens nodal start position. After the "HookRig" command, this button will move the entire rig but the camera and lens nodal points will remain constrained. This is ususally where the command is most helpful because with the move running, you can rotate and translate to find the best initial position for the rig. Kuper Off Kuper On - This toggles the node state of the expression that is streaming the Kuper data. If you are annoyed by the numbers streaming into the Command Feedback window, hit the "Kuper Off" button. When you want generate a Kuper file, hit Kuper On, then go to your first frame and open the Script Editor window. From here simply play the animation (make sure in Animation Preferences is set to "Play Every Frame") and the Kuper file will be generated. Copy this to Notepad and save it as "YourSceneName.KUP" ========================================== Note to SONY IMAGEGWORKS: As is common with charactor setups, there can be a certain amount of rotation after which the IK falls apart and/or expressions generate errors. With this version, if you try to pan the arm beyond 90 degress it will stop. This is because the node in charge of translating the dolly is confused as to whether you want to continue rotating or proceed translating in Z. To previz the Charlies Angels motorcycle shot, I reconfigured the setup to control the the Dolly translation via forward kinematics and everything else the IK approach. If you have a move the 'breaks' the IK or the expressions, send us the original move and we will customize the setup to suit that particular move. Please let me know right away if you have any questions or suggestions. The best ways to reach me are: G = (818) 761-6644 cell = (661)312-6950 email = casey@ImageG.com Thanks!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!