1) Character dependent limits. Do you have any plans to put some kind of limits on the range of movement for the control nulls?
To have translate limits on the nulls wouldn't be consistent with varying sizes of models. Say I made the model of an ant - the translation limits start off at a human dimensions and wouldn't be effective at that smaller size. While you could always model at a certain size and scale the model down in the action or choreography, I doubt very much that technique would suit all users of the rig. And like you say, the lack of limits does feel nice and allows for extreme poses.
The translate limits that are there are arranged so that they are at zero to ensure the eyelids won't pass through each other.** EDIT **
- Hmmm... This was a bleary-eyed response I made (my apologies). The words "character dependant" didn't register in my head. You can always add your own translate limits when modelling because you know the range of movement you need. I'd rather not second guess what someone will need as I know that it'll be either too lenient or too restrictive.
Each control null will probably need its own slider to adjust the constraint limit and even then, it'll be my guess as to what is the largest or smallest model that'll need to use the Head Gizmo. There doesn't appear to be a way of using an expression to adjust the limits, so maybe I should put in a feature request. Actually, come to think of it, that might very well be a good idea, Paul. Yes... the more I think about it, that might very well be a great addition. Thanks!
2) While playing with your Simple Simon model I kept wishing that there was some way to refind the neutral position for each of the control nulls.
You can refind the centre by looking at the figures in the Manipulator Properties box and pressing N or looking in the Properties window to see how far the figures are away from zero.
I can see your point, though. You could assign the control points to the X group bone so that when you move that bone and hold down CTRL, they move with it. Might be handy to have the visibility of the guide splines turn off and on-able with a pose. This could be a good addition and is something I hadn't thought of. Nice one.
3) Control ID : It would be nice if the less obvious nulls had a patch constrained to them with an icon, or text, to identify what it is. I don't know how you would get the icon patches to always face the animator except through the camera though. Maybe 3D icons?
Funny you should mention that...
I had labeled them a while ago but found it cluttered the screen and was redundant when I got used to where the nulls are located. The unsymmetrical layout of the controls helps identify them from front or back. The only confusion that occurred initially was picking the tongue instead of the jaw. Just remember that the jaw always goes with the teeth and the jaw null is at an angle.** EDIT **
- Whoops. I meant to say 'Just remember that the jaw always goes with the lip
controls' not "the teeth". Well, it was 2:30am when I typed that.
Thanks for the feedback Paul; it's much appreciated.
- Curses! You've discovered my secret plan of working people to death! If it weren't for you pesky kids...
It's nice to know you like it so much.Pequod
- Great to know you like both Gizmos. Maybe I should polish up my Biped Gizmo and score a hat trick. Every time I look at your avatar, George Michael pops into my head.
One slight mistake in a pose description that's in the text file:
Eyelids_Close_Position - This pose changes the position/angle at which the eyelids close (can go high or low and you can vary it in an animation). I copied and pasted the wrong bit of text when I was compiling.