Features
stacks_image_729C3A3E-327A-4F8A-A6FD-E17E933B0835

Maya Rigging A One-Way Street...Not Anymore

For years traditional single-direction constraining paradigms have been used to create rigs for animators. These single-direction constraint systems force a Character Technical Director to deliver a rig into the pipeline with that single direction state built in. This paradigm has proven to be quite limiting in the scope of the complex animations and characters required in film and games today. As Animators ask for more features to pose and interface with their characters the Character Technical Director community has had to maintain increasingly complicated rigs built on the foundation of these single-direction constraint systems. This is where the ExoSwitch Constraint system shows its versatility.

The ExoSwitch Constraint system is by nature a multi-directional constraining paradigm built to give the user the ability to determine "direction" on the fly. And to remove the problem of delivering a character into the pipeline in a pre-determined state, the constraint fully supports animating which transforms at any given time represent the drivers of the system.
stacks_image_E213D831-676D-40AF-BE54-3F3650AFAEFC

DYNAMIC POSING

At the heart of the ExoSwitch Constraint system is the ability to pose rigs intuitively. Our custom node acts as a dynamic switchboard operator to manage live relationships between nodes in the system as the user chooses which node(s) act as the driver and which ones are driven.
stacks_image_66419AA9-40AB-4BBC-887F-F7F6828760C6

ANIMATION

Besides being an intuitive posing system the second design principle implemented in the ExoSwitch Constraint is animation. Animators have the ability to keyframe changing the driver(s) of the system. All of the "under the hood" aspects of switching drivers is handled, well...under the hood.

Autokey is supported. Animating and auto keying the switching between drivers is supported as well as animating the individual members of the constraint system.
stacks_image_31B105FC-53A6-4808-8E0A-D177EF21219F

INTERACTIVE DRIVER SWITCHING

For interactive posing you can put an ExoSwitch Constraint system into a mode where the current driver is the current selection. As the selection changes...so does the driver. This mode allows the animator to pose a rig without having to find the constraint and manually change the driver.
stacks_image_30AA3A40-64D1-4012-A361-6BAE2037A6BF

MASK CONFIGURATIONS

Mask configurations allow you to setup complex motion relationships between constraint members. An unlimited number of mask configurations can be created on one constraint system giving you the ability to "rig" the constraint itself.

For example - a mask configuration can be created so that when the driver node of the system translates in Y the driven nodes (or maybe only one specific node) will not translate in Y. Therefore the translation in Y is "masked" for those nodes.

Learn more...
stacks_image_C57E17E5-4D48-4B2B-AA97-34D6AB6705E2

SPLIT TRANSFORMATION DRIVERS

The ExoSwitch Constraint has the ability to configure the system with different transforms acting as the translation and rotation driver.
stacks_image_8508FF0A-0CAA-46D6-9BC3-C3EB0CA75D28

LIVE OFFSETS

A core feature and design of the ExoSwitch Constraint is live offsets. Many systems that switch a rig between modes or drivers have an inherit offset given the nature of single-direction constraining. In the ExoSwitch Constraint the offset data is continually evaluated when switching driver nodes so that there is no drifting or popping when re-configuring the system.
stacks_image_A3CD7BD7-8C75-4067-A0E6-9DCDACEF3A63

NATIVE MAYA CONSTRAINT

The ExoSwitch Constraint has been constructed to be a native constraint within Maya.
This helps integrate the system and provides intuitive interfacing and workflow.
stacks_image_D4DCF2BD-7B7B-4E83-A06E-9E02B4185B53

NATIVE MAYA COMMAND

We provide a native MEL command along with the constraint node.
The command has flags to help execute creation, editing and querying actions on ExoSwitch Constraint systems. Check out the Command Page
stacks_image_D258C0E9-B697-4D84-A516-7C4C062AE0DB

SUPPORTS PARALLEL & TREE HIERARCHIES

In designing the ExoSwitch Constraint we realized that there are many rigging techniques out there and some utilize parallel hierarchies and some tree/leaf hierarchies. We wanted to add freedom to allow any transform from any hierarchy to be added to the ExoSwitch Constraint.

By doing this the Character TD and Animator have true flexibility to decide on the fly or predetermine constraint members. You are not forced into a certain paradigm to create or interface with the system.
stacks_image_0EDC02EE-1D74-4CEC-8693-B1442711A2DB

CONSTRAINT SYSTEM STATUS UPDATES

To help streamline the ExoSwitch Constraint user workflow we have created a number of features to help deliver status updates on the system:

• Channel Box Attributes
• Attribute Editor with our AETemplate
• Shelf buttons on the ExoSwitch Constraint shelf
• Auto Driver Select Mode

stacks_image_A4106D4D-939A-4461-B310-AD9363D058EC

CONSTRAINT SYSTEM BUILDER

To help create constraint systems faster we have provided a UI where a user can declare the main parts of the system:

• Translation Driver
• Rotation Driver
• Driven Objects

SUPPORTED MAYA VERSIONS & OPERATING SYSTEMS

stacks_image_446D35E4-F428-4DCC-986F-E34D9D7BC38B
2011
stacks_image_5027CA79-1F9D-4CE3-A412-0284410097AD
2012
stacks_image_FC229390-BE28-4702-924A-A57D914831F7
stacks_image_BB3E12C1-A047-480B-B5E8-AB872AA99AEE
stacks_image_AEF4C6B1-2FB5-4D08-9A79-431AC76609D2
© 2010 Exotools Inc. Contact Us