Author: Asaf Ben-Zur
Best used for: Free objects, General Control, Mesh Tweaker, Mesh Local Tweaker
This Module is a general single control at it's base state.
It also contains a Mesh-Tweaker feature that will allow you to create a "Double Directional" tweaker- meaning that the control will follow the input Mesh's position (Rivet) and will also be able to affect it.
This effect is also commonly knowen as the "Dorito-Effect".
This feature also includes a "local" mode, to tunnel deformations from the control to a local skinCluster, then a blend-shape to the main Mesh, creating multi-layered skinned mesh.
All of these features will use the main joint as the effector.
Note: When using the "Mesh-Tweaker" feture, when needing to affect a mesh that will also be used as the rivet input- make sure "sameMeshAffector" is set to ON.
|Control channel-box settings|
|createJoint||True||Choose whether to create and attach a joint to this control|
|asTweakerDivider||MeshTweaker||Comment wasn't inserted|
|asMeshTweaker||False||This control can aslo act as a live mesh tweaker. This means that you can attach this control to a mesh, having it follow the deformed mesh. In case you want this control to be affected by the mesh (position of the control) and also affect the mesh (using a skinCluster for example), please make sure that you leave sameMeshEffector attribute ON. You do not need to use any other meshes or joints to implement this behaviour|
|rivetToMesh||The mesh you want to attach the control to|
|positionMode||0||this will determine the output rivet position mode.|
|doRotation||False||when off, the rivet will not inherit rotations from the mesh|
|sameMeshAffector||True||If this is set to False, you will NOT be able to use this control's related joint within the deformation of the above mesh (this will result as a cycle). In case you want the control to follow the mesh as well as have it's related joint within the deformation of the mesh- please leave this ON. In case you want to attach this control to a mesh that will not be affected by the control's related joint, you can safely turn this attribute OFF.|
|isLocal||False||In some cases, you may wish to use this control's related joint in a different skinCluster layer, channeled into the main mesh as a blendShape. If that is the case, you will need to set this attribute to ON. When set to ON, the related joint will be a part of the joint hierarchy, but will keep it's position at origin so you can you it in a local setup. In case the riveted mesh's deformation is affected by this module's related joint in any way, remember to keep sameMeshEffector ON, even if its not a part of the main skinCluster. This means that even if the joint is controlling a localized skin-cluter, and then channeled as a blend shape into the riveted mesh, sameMeshAffector should be left ON.|
|doSpring||False||This feature will create a spring node below the control master. This will result in a procedural simple spring action. In case meshTweaker feature was selected, the slave control will not be visible. This feature will NOT be created in case isLocal is set to ON.|
|springX||True||Comment wasn't inserted|
|springY||True||Comment wasn't inserted|
|springZ||True||Comment wasn't inserted|
|defaultStiffness||0.5||Comment wasn't inserted|
|defaultDamping||0.5||Comment wasn't inserted|
|springSlaveControlShape||lightSphere||Spring slave control shape|
|doInterpOrient||False||Comment wasn't inserted|
|spaceA||Comment wasn't inserted|
|spaceB||Comment wasn't inserted|
|spaceAWeight||0.5||Comment wasn't inserted|
|doAngleBasedScale||False||create an angle based scale driver, to scale the target slave joint when the angle changes between the two sources. Originally designed for double-chin setup|
|scaleWhenAngle||0||Comment wasn't inserted|
|maxScale||2.0||Comment wasn't inserted|
|angleMaxRange||180.0||Comment wasn't inserted|
|connectToTargetAxis||1||Comment wasn't inserted|