CATS: Components
Modules referenced in this chapter: components/base.pycollection.pyprocessor.pydata.py I would call this the “core component” of the rigging system, but we already have things in the project called “core” and “component”, so let’s say the “central part” of the rigging system are these Component classes and the system to load and use them. The goals of this…
CATS: Classes
modules in this chapter:base.pyhub.pyjoint.pyskeleton.pyshape.pycontrol.py Building on basic core functions, I started creating classes for building the rigging components and later working with rig systems in future tools. Maya’s node hierarchy looks like this: Base Mirroring the node hierarchy within Maya, I created classes with increasing levels of specialization. BaseNode repr and instantiation The BaseNode.node property…
CATS: Core (part 2)
Modules referenced in this chapter: connect.pydata.pylogging.pyaxis.py curve.pymath.pyundo.py Continuing the breakdown of modules in the CATS.core subpackage. Connect As one of the pillars of the rigging system was going to be using Maya 2020+’s matrix nodes instead of constraints, I needed to have a central location for functions that do the work of connecting nodes with…
CATS: Core (Part 1)
Modules in this chapter: node.py name.py utility.py As mentioned in my description of the “Core” section of the project, I knew there were going to be a bunch of utility functions that I wanted to put together before getting started on any of the major parts of the system. Some of the functions were updated…
CATS: Character Animation Tool System
Introduction My name is Rich Katz, I’ve been in the game industry for over 28 years, first as an artist, then as a Technical Artist specializing in rigging, animation, tools, and pipelines for the past 20 years. I’ve built rigging systems and animation tools for several studios including at Zenimax Online for the Elder Scrolls…