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License: MIT License
mGear v.4.x.x (python 3 ready) https://mgear4.readthedocs.io
License: MIT License
Some of the features in the EPIC components are too specific to the mannequin and metahuman joint orientation
New features will add flexibility for custom skeletons and use in other game engines
Just thought I would point out that Maya 2021 on MacOS will only support python 3. It won't have the option to start up in python 2 like it will on Windows, and I think, Linux.
https://forums.autodesk.com/t5/maya-programming/python-3/td-p/8762428
For what its worth.
GROOT: guide root change to groot
Should have back-compatibility and old guides should update automatically when import
Collect necessary data after the rig is build to facilitate the pipeline with other DCCs
reported in the forum
http://forum.mgear-framework.com/t/unable-to-export-skin-pack-python-error/2204
Several issues have been reported for this component in the past months:
http://forum.mgear-framework.com/t/leg-3jnt-01-cant-be-reversed/2423
the wrist flip limit in one of the axis can be an issue with bird wings.
reference in the forum: http://forum.mgear-framework.com/t/wrist-flipping-after-90-degree/2534/4
Review implementation
add the option to establish different "side" labels for Joints and ctls
reported in the forum
http://forum.mgear-framework.com/t/mgear-4-0-synoptic-tab-loading-error-maya-2022/2367
Merge changes from PR
mgear-dev/mgear_core#86
Hi guys,
Yesterday, I got this "bug" from moving the picker from one screen to another which has a smaller resolution ( moving from LG : 3440 x 1440 to Cintiq : 1920 x 1080 ) and here's what I got :
Thanks
When opening ui elements on a Linux install, the QT imports fail.
OS: CentOs7
mGear : v4.0.0
Maya: 2022
Python: 3
[...]/mGear/v4.0.0/scripts/mgear/__init__.py
# Error: No module named 'Qt'
# Traceback (most recent call last):
# File "<maya console>", line 2, in <module>
# File "/usr/autodesk/maya2022/lib/python3.7/site-packages/shiboken2/files.dir/shibokensupport/__feature__.py", line 142, in _import
# return original_import(name, *args, **kwargs)
# File "[...]/mGear/v4.0.0/scripts/mgear/shifter/guide_manager_gui.py", line 1, in <module>
# from mgear.shifter import guide_manager_component, guide_template_explorer
# File "/usr/autodesk/maya2022/lib/python3.7/site-packages/shiboken2/files.dir/shibokensupport/__feature__.py", line 142, in _import
# return original_import(name, *args, **kwargs)
# File "[...]/mGear/v4.0.0/scripts/mgear/shifter/guide_template_explorer.py", line 10, in <module>
# from mgear.vendor.qjsonmodel import QJsonModel
# File "/usr/autodesk/maya2022/lib/python3.7/site-packages/shiboken2/files.dir/shibokensupport/__feature__.py", line 142, in _import
# return original_import(name, *args, **kwargs)
# File "[...]/mGear/v4.0.0/scripts/mgear/vendor/qjsonmodel.py", line 42, in <module>
# from Qt import QtWidgets, QtCore, __binding__
# File "/usr/autodesk/maya2022/lib/python3.7/site-packages/shiboken2/files.dir/shibokensupport/__feature__.py", line 142, in _import
# return original_import(name, *args, **kwargs)
# ModuleNotFoundError: No module named 'Qt' #
add a string reference to guide locator for a quick match after rig proportion change
Reported on the forum http://forum.mgear-framework.com/t/question-about-epic-guides/2151/7
Idea from the forum http://forum.mgear-framework.com/t/mgear-metahuman-unbuild/2509/2
Remove:
A simple chain that is using the full locator rotation.
(It is done, just need to add to the repo)
improve visibility
Reported in the forum http://forum.mgear-framework.com/t/epic-leg-01-twist-flip-problem/2384/14
visual feedback for legs and arms upvector direction
@JaschaW thanks for the idea!
As described in the title.
Happens especially when rotating the whole character in world space.
I did a test using the MetaHuman template and it occurred as well.
https://github.com/mgear-dev/shifter_epic_components/blob/23743e15e3feb5fad435da950de4c1a2758db881/scripts/mgear/shifter_epic_components/EPIC_leg_01/__init__.py#L656-L657
These lines seem to be the cause of the problem
But turns out those changes are made to address another issue from here
@miquelcampos maybe take a look when you have time ;)
Connect to existing joints, instead of creating new joints
NOTE: need to freeze joints rotations before connect
Review all tools
requested in the forum
http://forum.mgear-framework.com/t/guide-naming-rules-question/2314
option to connect in chain or connect to parent joint
Take a look at the possibility of having the FK limbs to be scale in all axes (X, Y, Z) - current functionality only allows for X.
Handle the Pole Vector position as suggested by @chris-lesage
I order to keep our project conversion a refactoring this will help he process to keep thing clean
Add into the build the sphinx doc
Hello everyone.
The idea is that when you enable "Auto Opacity" button on the anim_picker, the ui becomes transparent but also allows you to interact with anything underneath/behind the UI.
This would allow you to interact with Maya, its viewports as if the UI were not there.
When you hold Shift and hover over the UI, it will then become interactive/visible.
Here is an example of it in action.
And in case the UI becomes 'stuck' in transparency, when you disable the feature from the mgear > anim picker menu, it will flush the anim picker gui back to normal.
Like so.
Testing will need to be done to ensure that the idea, feature, and current implementation are stable and open enough to work in a variety of studio environments.
One cannot move picker items in Edit mode.
Maya 2022
Python 2
PySide2/Qt 5.15.2
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