How to zero out Quick Rig controllers?

How to zero out Quick Rig controllers?

saralie.wagstrom
Explorer Explorer
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6 Replies
Message 1 of 7

How to zero out Quick Rig controllers?

saralie.wagstrom
Explorer
Explorer

I rigged a character using Mayas Quick rig system, and I now noticed that the controllers aren't zeroed out and contain transform values.

I would like to have controllers without any values to to make the animation process easier.

I've tried to make my own controllers but I can't seem to make it affect the rig.

 

Is there a way to make controllers for the Quick Rig that have 0 in transform and rotation?

1,987 Views
6 Replies
Replies (6)
Message 2 of 7

DanPym
Participant
Participant

I've had the same question for some time....it's incredible that no one can aswer this question, even trying to find an answer on the web is impossible! Did u figure it out?

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Message 3 of 7

stephenkmann
Collaborator
Collaborator

in the HIK UI. there is a little button on the far right that looks like an orange bathroom symbol. 

It is the reset control button. . 

select the controls you want to set to default, and press the button

 

HIK.png

 hth

-=s

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Message 4 of 7

DanPym
Participant
Participant

it resets the pose but doesn't zero out the values in Channel box for the selected controllers, so it doesn't work.

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Message 5 of 7

stephenkmann
Collaborator
Collaborator

for HIK ,, it never sets the channels to zero..  

the rig controls, always carry values of where they are in world space. 

you can "zero" them out.. in the sense of putting trans of 0 0 0 and rot of 0 0 0 , but that won't do anything.

 

Its one of the frustrating things about working with HIK 

 

The controls are kinda like a live system.. so moving them. actually moves a whole bunch of stuff, and eventually the joints..   

 

The system is always evaluating, and so the controls will show their WorldSpace location. 

 

hth

-=s

 

 

 

 

Message 6 of 7

vivekmandapeta007
Explorer
Explorer

import maya.cmds as cmds
def selectedtranslate(*args):
selected_joints = cmds.ls(selection=True, type='transform')
if selected_joints:
for joint in selected_joints:
cmds.setAttr(joint + '.translateX', 0)
cmds.setAttr(joint + '.translateY', 0)
cmds.setAttr(joint + '.translateZ', 0)
def selectedrotate(*args):
selected_joints = cmds.ls(selection=True, type='transform')
if selected_joints:
for joint in selected_joints:
cmds.setAttr(joint + '.rotateX', 0)
cmds.setAttr(joint + '.rotateY', 0)
cmds.setAttr(joint + '.rotateZ', 0)
def undo(*args):
cmds.undo()
def redo(*args):
cmds.redo()
if True:
window = cmds.window(title='Controls ZERO')
tabs = cmds.tabLayout()
shelf = cmds.shelfLayout()
cmds.shelfButton(
annotation="Translate ZERO.",
image="text.png",
imageOverlayLabel="XYZ",
overlayLabelColor=(1, 1, .25),
command=selectedtranslate
)

cmds.shelfButton(
annotation="Rotation Zero",
image="SVGRefresh_200.png",
imageOverlayLabel="XYZ",
overlayLabelColor=(1, 1, .25),
command=selectedrotate
)
cmds.shelfButton(
parent=shelf,
label="Undo",
annotation="Undo",
image="undo.png",
imageOverlayLabel="UNDO",
overlayLabelColor=(1, 1, .10),
command=undo
)
cmds.shelfButton(
parent=shelf,
label="Redo",
annotation="Redo",
image="redo.png",
imageOverlayLabel="REDO",
overlayLabelColor=(1, 1, .10),
command=redo
)
cmds.tabLayout(tabs, edit=True, tabLabel=(shelf, 'Trns l Rota'))
cmds.showWindow(window)
else:
cmds.warning("No joints selected")

 

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Message 7 of 7

kiransai2216
Community Visitor
Community Visitor

while using this script it's giving an error like

else:

cmds.warning("No joints selected")

# Error: expected an indented block #

But i've tried selecting whole controls and individuals, nothing works

please help!

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