Wednesday, 14 March 2012

ld_mirrorMe v1.5.0

Edit: Source is now available on GitHub.


I was surprised by the response this tool had, so I'm releasing v1.5.0 to help some people out, it'll be good to hear how you guys use it.
Alongside my softCluster script, you'll definitely notice a speed increase in your workflow.

Download it here (mediafire link).
Download, extract and place script in maya's script directory and use
import ld_mirrorMe
ld_mirrorMe.GUI()


It's features are shown on this much quicker demo (v1.0.0), supporting multi-mirroring for all modes.

Full details:
 - 3 modes:
     1. Curve - mirrors nurbs curves, ideal for mirroring rig controls,
     2. Mesh - mirrors geo, ideal for mirroring blendshape targets,
     3. Deformer - mirrors only clusters (at present), uses object's pivot for mirroring.
 - multi-mirroring on all 3 modes,
 - choose mirror axis,
 - search and replace,
 - alter new objects position (currently either world 0, target, mirror or original - depending on mode),
 - world position/rotation based, will work wherever or whatever the targets connected to,
 - entry objects names retained, if multiple copies needed (ideal for multi-clustering),
 - colourize option for Curves, if given curve is coloured (transform or shape), its mirror can be assigned a different colour,
 - quick and simple to use.

Updates:
09/03/12 - 0.5.0
    Initial working version.
10/03/12 - 0.9.5
    Tidied UI and reduced/cleaned code.
13/03/12 - 1.0.0
    Added colour option for curves.
    Removed all pymel (speed issues).
    Allowed multi-mirroring.
14/03/12 - 1.5.0
    Thanks to Matt Murray for feedback for further improvements.
    Added option to mirror world position of mirrored curve.
    Added further error-checking for all modes.
    Fixed bug causing unwanted locking of attributes.
    Added option to disable colouring of mirrored curve.

Again, any feedback, problems/bugs or ideas lemmie know and I'll do what I can.

14 comments:

  1. Thank you!

    This script could be much more useful, and adaptable to a studio's needs, if you could include the source though.

    ReplyDelete
  2. YOU ARE THE BEST!!
    KEEP ON!!

    ReplyDelete
  3. Like a boss you saved me so much time with my blendshapes your script worked when others didn't

    ReplyDelete
  4. haha, no worries, glad it helped you out. Working on a different approach for mirroring mesh, currently using wrap based deformer (not perfect for all meshes), so depending on accuracy and speed difference it might be worth having an option to let the user decide what works better for them.

    ReplyDelete
  5. Ya, I did have problems with vertex that were close together near the eyes and mouth.

    ReplyDelete
  6. that'll be the issue with the wrap. i'll see if i can sort a temp quick fix adjusting the threshold, but the new method should solve this issue. in the mean time you could point snap the straggling verts to a scale inverted duplicate of the blendshape

    ReplyDelete
  7. Im using Maya 2010, it turns out error everytime i load it.
    # Error: RuntimeError: Too many children in layout: frameLayout10

    please help me....

    ReplyDelete
    Replies
    1. No probs, I'm in the process of updating the thing anyway, new version shouldn't have any layout issues.

      Delete
  8. "Bad Magic number in Line 1" when importing...
    What exactly is the issue in maya 2014 x64?

    ReplyDelete
  9. I'm having the same problem,, bad magic number when importing...
    maya 2014x64.

    ReplyDelete
  10. don't work maya 2014 x64 :(
    Bad Magic number in Line 1
    please help me !

    ReplyDelete
  11. Oh this script is soo good, very useful to me, unfortunately the new version says bad magic number too, maya 2015

    ReplyDelete
  12. # Error: line 1: ImportError: file line 2: Bad magic number in C:/Users/xyz/Documents/maya/scripts\ld_mirrorMe.pyc #

    ReplyDelete
  13. Bad magic number in C:/Users/...ld_mirrorMe.pyc #

    ReplyDelete