Firebolt93q / zootoolbox

Automatically exported from code.google.com/p/zootoolbox
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No module named rigger #7

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
What steps will reproduce the problem?
1. try to make an arm using zooCST
2.
3.

What is the expected output? What do you see instead?
arm rig

What version of the product are you using? On what operating system?
maya 2011 x64 windows, latest version cst

Please provide any additional information below.

Original issue reported on code.google.com by invadere...@gmail.com on 1 Feb 2011 at 1:44

GoogleCodeExporter commented 8 years ago
OOps, same as Issue 6, I think the files are just missing !

Original comment by invadere...@gmail.com on 1 Feb 2011 at 2:21

GoogleCodeExporter commented 8 years ago
Fine I'll help myself = P, if you comment out this line 51 in 
zooCSTBuildPrimArm.mel :

//python("import rigger; rigger.getWristToWorldRotation('"+ $wrist +"', True)");

fixes the lame problem. 

Original comment by invadere...@gmail.com on 27 Feb 2011 at 1:05

GoogleCodeExporter commented 8 years ago
by the way this is also affecting zooCSTBuildPrimLeg.mel (when building leg)
you could potentially just comment out lines 96, 142, 167 ... don't know what 
effect that would have though.

But its actually failing too ! ( LEGS ARE NOT WORKING FULLY EITHER ):
Error: file: zooSurgeonUtils.mel line 308: This command requires at least 1 
argument(s) to be specified or selected;  found 0. // 
stack starts with: line 98 zooCSTBuildPrimLeg.mel  ( `zooBuildControl 

Original comment by invadere...@gmail.com on 27 Feb 2011 at 6:58

GoogleCodeExporter commented 8 years ago
If its any help ( I tried rolling back to the previous version of 
zooCSTBuildPrimLeg.mel and that worked, albeit some cycle warnings. 

Original comment by invadere...@gmail.com on 27 Feb 2011 at 7:16

GoogleCodeExporter commented 8 years ago
I guess you are probably not interested in backwards support for the mel 
version of CST since you're focused on the python version (skeleton builder).

I was confused though I thought running it through zooCST in mel, was using the 
new  python code version under the hood. I guess I'm lame, but I didn't know to 
launch it directly through the python (this is how I'm doing it now): 

import zooToolbox
zooToolbox.ToolboxWindow()

is this the official new way ? 

using skeleton builder, I find that when I build a limb and position it, I 
would like some symmetry or mirroring tools for the other limb, maybe Im not 
finding the button.

Also when making hands I get this error: 
// Error: file: zooReorderAttrs.mel line 5: No object matches name: 
hand_sliders_R.hand_sliders_R.ThumbCurl // 

( error is probably hand_sliders_R being repeated twice ).

Third thing, I find confusing is the lack of a way to switch back to IK once 
you switch to FK on a leg or arm ... maybe missing something here again. 

Original comment by invadere...@gmail.com on 13 Mar 2011 at 6:21

GoogleCodeExporter commented 8 years ago
Another thing i find is that if I build the rig parts manually, other parts 
stop working. 

Build Rig button sometimes gives me perforce errors. 

About comment 5, I see the RMB menu options for switching from IK/FK now... 
would be nice to have a channel box property on both ik / fk wrist or arm 
control. 

Original comment by invadere...@gmail.com on 13 Mar 2011 at 6:49

GoogleCodeExporter commented 8 years ago
Im also getting a lot of warnings like: 

Unrecognized node type 'vstAttachment'; preserving node information during this 
session.

Warning: No objects specified that can have connections.
Warning: Removing invalid characters from name.
Warning: waitCursor stack empty

Original comment by invadere...@gmail.com on 13 Mar 2011 at 9:11

GoogleCodeExporter commented 8 years ago
comment 6 concerning perforce errors only happen when I have reference model 
checked on.

Other issues: 

1) when I rig hands, they snap to a horizontal angle. 

2) Right Clavicle Control (clavicleControl_R) ends up in different position if 
im rigging with skinned character vs. unskinned character. ( on unskinned it 
looks correct, on skinned character the R clavicle control flies off to above 
the shoulder joint ) 

Its a lot of issues I'm raising in the comments of one issue, if you want me to 
split them up into different issues for each one let me know I can do that if 
it helps.

Original comment by invadere...@gmail.com on 13 Mar 2011 at 10:10

GoogleCodeExporter commented 8 years ago
When trying to create a skeleton preset:

# Error: __init__() takes at least 4 arguments (2 given)
# Traceback (most recent call last):
#   File "C:/Users/Erik/Documents/maya/2011-x64/scripts\skeletonBuilderUI.py", 
line 602, in on_createPreset
#     preset = skeletonBuilderPresets.writePreset( name )
#   File "C:/Users/Erik/Documents/maya/2011-x64/scripts\baseSkeletonPreset.py", 
line 70, in writePreset
#     return savePreset( LOCAL, skeletonBuilder.TOOL_NAME, presetName, XTN, 
contents )
#   File "C:/Users/Erik/Documents/maya/2011-x64/scripts\filesystem\presets.py", 
line 56, in savePreset
#     preset.write( contentsStr )
#   File 
"C:/Users/Erik/Documents/maya/2011-x64/scripts\filesystem\perforce.py", line 
822, in _p4write
#     isUnderClient = P4File().isUnderClient( filepath )
#   File 
"C:/Users/Erik/Documents/maya/2011-x64/scripts\filesystem\perforce.py", line 
480, in isUnderClient
#     f = self.getFile( f )
#   File 
"C:/Users/Erik/Documents/maya/2011-x64/scripts\filesystem\perforce.py", line 
432, in getFile
#     return Path( f )
# TypeError: __init__() takes at least 4 arguments (2 given) # 

Original comment by invadere...@gmail.com on 13 Mar 2011 at 10:15