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Hiding unused attributes

From: Character Rigging in Maya

Video: Hiding unused attributes

In addition to keeping your rigs organized, you'll also want to start restricting how the rigs operate. And what we can do is hide those attributes that were not going to be used in controlling the character. Now this foot is a great example. I have a couple of controls for this foot, so I have, for example, the foot control here, and this control allows you to move or rotate the foot. But if we go to the other control here, let's say a toe control, well, you don't really want to move that, because that's going to move along with the foot.

Hiding unused attributes

In addition to keeping your rigs organized, you'll also want to start restricting how the rigs operate. And what we can do is hide those attributes that were not going to be used in controlling the character. Now this foot is a great example. I have a couple of controls for this foot, so I have, for example, the foot control here, and this control allows you to move or rotate the foot. But if we go to the other control here, let's say a toe control, well, you don't really want to move that, because that's going to move along with the foot.

And this really should only rotate along one direction, in other words, the foot is only going to move up and down. We are not going to twist the foot left or right, or anything like that. So, in order to make the rig more understandable and easier to use, we want to hide those attributes that we don't want the animators to touch. So let's go ahead and select this left toe here, and we're going to hide those attributes that we don't want the animators to touch. So I'm going to go ahead and select the Translate nodes, and we can right-click over those, and the first thing we want to do is lock them, so that way they're not animated.

We can do the same here, we can just left-click and drag, and right-click and lock everything, but Rotate X. And Rotate X is what moves that toe up and down. So when I select this toe, I can't rotate it except around the direction that I want to, and I can't move it. So that really restricts how this operates. So when the animator comes to this particular part of the character's body, they will know that all I can do is rotate this along X. Now if we want to make this even more clear, we can start hiding attributes, so I can left-click and drag over Translate, right-click and do Hide Selected.

We can do the same for these attributes as well, again, left-click and drag, right-click, Hide Selected. So now when I select this left toe control, all I can do is rotate along X and that makes it very clear to the animator or whoever else is using this rig. Now there are times when you may accidentally hide an attribute that you want to show later. So let me show you another way to do this where you can actually hide and show attributes at will.

And that's found under Window > General Editors, and it's called Channel Control. And this is just a nice little interface that allows you to see exactly which attributes are hidden and locked. So these are Keyable and Locked, so if I select my left toe here, you will see that Rotate X is the only keyable parameter. If I wanted to rotate around other axis, I could scroll down this hidden list here, select what I want and then just click this Move button and that moves them over.

And you can see here, how they are now visible. We also have a Locked panel here, and again, I can select those and move those to the unlocked. And again, you can see how it does the exact same thing as lock and unlock in the Channel Box. So, what we can do is now we can restrict or control exactly which parameters the animator can use. So go ahead through the rest of your foot rig and hide and lock those parameters that you don't want the animators to touch.

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This video is part of

Image for Character Rigging in Maya
Character Rigging in Maya

63 video lessons · 7557 viewers

George Maestri
Author

 
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  1. 1m 42s
    1. Welcome
      1m 7s
    2. Using the exercise files
      35s
  2. 8m 21s
    1. Understanding the basic rig
      2m 53s
    2. Rigging theory
      2m 15s
    3. Organizing with layers
      1m 44s
    4. Naming conventions
      1m 29s
  3. 37m 11s
    1. Using the Joint tool
      7m 4s
    2. Modifying joint attributes
      6m 47s
    3. Creating the lower-body skeleton
      6m 45s
    4. Creating the spine skeleton
      5m 57s
    5. Creating the arms
      3m 38s
    6. Creating hand skeletons
      4m 41s
    7. Mirroring joint chains
      2m 19s
  4. 22m 0s
    1. Working with inverse kinematics (IK)
      5m 56s
    2. Understanding IK solvers
      6m 33s
    3. Blending between inverse and forward kinematics (FK)
      4m 52s
    4. Using spline IK
      4m 39s
  5. 21m 3s
    1. Point constraints
      7m 56s
    2. Aim constraints
      5m 10s
    3. Orient constraints
      4m 38s
    4. Pole vector constraints
      3m 19s
  6. 37m 6s
    1. Setting up IK
      4m 15s
    2. Setting up foot controls
      5m 59s
    3. Keeping rigs organized
      2m 51s
    4. Hiding unused attributes
      3m 37s
    5. Creating a hip control
      3m 55s
    6. Controlling knee direction
      3m 2s
    7. Creating spine controls
      4m 37s
    8. Controlling forward kinematics on the arms
      6m 20s
    9. Creating a master node
      2m 30s
  7. 28m 11s
    1. Working with set-driven keys
      4m 38s
    2. Creating custom attributes
      3m 54s
    3. Wiring joints to custom attributes
      8m 2s
    4. Creating an FK/IK switch
      4m 35s
    5. Setting up elbow controls
      2m 5s
    6. Hiding and showing controls
      4m 57s
  8. 24m 46s
    1. Creating simple eyes
      6m 58s
    2. Rigging non-spherical eyes
      7m 49s
    3. Attaching eyes to the skeleton
      3m 18s
    4. Applying blend shapes
      6m 41s
  9. 42m 31s
    1. Binding skin using Smooth Bind
      3m 28s
    2. Testing skin using animation
      4m 36s
    3. Pruning small weights
      3m 53s
    4. Painting skin weights
      5m 47s
    5. Editing skin weights in the Component Editor
      6m 1s
    6. Mirroring skin weights
      2m 2s
    7. Using Interactive Skin Bind
      3m 36s
    8. Refining skin on the upper body
      2m 3s
    9. Using skeletons to create a jaw
      3m 22s
    10. Refining jaw weighting
      7m 43s
  10. 47m 20s
    1. Setting up a control panel
      2m 27s
    2. Limiting controller motion
      6m 15s
    3. Rigging basic facial controls using set-driven keys
      2m 31s
    4. Rigging the jaw using set-driven keys
      4m 22s
    5. Rigging pupil controls
      3m 29s
    6. Controlling eye direction
      3m 21s
    7. Controlling eyelids with expressions
      5m 44s
    8. Using expressions to rig mouth controls
      8m 1s
    9. Creating a smile/frown control using expressions
      8m 56s
    10. Finishing up the facial rig
      2m 14s
  11. 6m 42s
    1. Cleaning up the rig
      2m 25s
    2. Testing the rig
      4m 17s
  12. 25s
    1. Goodbye
      25s

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