Maya Rigging Tips: Using jointOrient and changing shape-node's parent and hierarchical position
I had a nice discussion with my rigger friend and found out neat way of setting up rotation controllers with less offset nodes. ;p Sample code A: def sample(): import maya.cmds as mc; # Regacy using an offset node c01= mc.circle(n="RotateA_regacy")[0]; c02= mc.circle(n="RotateB_regacy")[0]; os01= mc.ls(mc.parent(mc.group(em=1,n="offset"),c01),sl=1,l=1)[0]; c02= mc.ls(mc.parent(c02,os01),sl=1,l=1); mc.setAttr(os01+".rx",90); # Tips using jointOrient and changing shape's parent c03= mc.circle(n="RotateA")[0]; c04= mc.ls(mc.joint(n="RotateB"),sl=1,l=1)[0]; nc= mc.circle(); mc.parent(mc.listRelatives(nc,ad=0)[0],c04,s=1,r=1); mc.reorder((mc.listRelatives(c03,ad=0)[0]),back=1); mc.setAttr(c04+".jointOrientX",90); mc.setAttr(c04+".drawStyle",2); mc.dele...