This script creates a user interface to quickly and intuitively animate a big
number of attributes. It is intended mainly for facial setups but is designed
in a modular way, allowing it to be used with numeric attributes from any node
in Maya. This makes it possible to easily integrate it into existing
pipelines since attributes are the main interface between an animator and the
scene. The main features are:
Complete Integration
Attributes from any number of different objects can be controlled in
one UI. This even allows for integrating a Jason Osipa style
facial setup with multiple control objects for one face.
Two-Layered Control
The first is, of course, the direct control over every attribute with
a slider (and value field). The second is a very flexible preset
system.
Mix ’n Morph Presets
Presets can not only be “applied”, they can be faded and
morphed in real time. Furthermore, you can quickly choose
which attributes you want to change. This means you can make the whole
face smile, then add a little surprise to the eyes, an “FF” expression
to the lips, add thought to the brows…
Auto Left-Right with Syncing and Mirroring
The script automatically recognizes left-right and top-bottom
attribute pairs and allows for several ways of mirroring and syncing.
When you don’t use a compatible naming scheme, you can still take
advantage of the symmetry functions by manually defining left-right
and/or top-bottom attribute pairs.
Built-In Integration with the BCS
(see
http://dpk.stargrav.com/pafiledb/pafiledb.php?action=file&id=31)
allows bilateral weights to be handled automatically. This means that
you can make a weight bilateral and an existing setup for the UI will
show both sliders for it. Also, all presets created while the weight
wasn’t bilateral will still work and simply set both sides to the same
value.
Preset/Section Library
Presets and section configurations can be exported and organized in an
external Library. This library is stored in a simple “.txt”
file and can contain any number of presets and sections for different
characters.
Flexible GUI
The window can be opened floating (like, e.g., the
Connection Editor) or it can be placed inside a Maya panel (like the
camera views). Also, you can easily customize the GUI to only show the
part you want to work with.