Most cases of premature ejaculation do not have a clear cause. With sexual experience and age, men often learn to delay orgasm. Premature ejaculation may occur with a new partner, only in certain sexual situations, or if it has been a long time since the last ejaculation. Psychological factors such as anxiety, guilt, or depression can cause premature ejaculation. In some cases, premature ejaculation may be related to a medical cause such as hormonal problems, injury, or a side effect of certain medicines. Quick flash to our customers: order cialis online uk with no prescription if you need generic cialis and get fast delivery to london. Worrying that you won't be able to perform in bed can make it harder for you to do just that. Anxiety from other parts of your life can also spill over into the bedroom. Full information about Kamagra product line by Adjanta - buy kamagra oral jelly online in australia.

Ramp rig

December 7th, 2010

Occasionally in my Maya rigging work I want to use and animate a ramp (or many ramps) as part of a node network, but going through the ramp-editing interface is tedious, and the graph editor doesn’t give me the visual feedback I’d like. So I wrote a script that creates a simple interface for manipulating a monochrome ramp in the viewport.

Note that real-time feedback is only available in the viewport’s “High Quality” mode.

Download the file here: rampRig01.py


Python code for Maya:

### rampRig 01
### http://zoomy.net/2010/12/07/ramp-rig/

from pymel.core import *
import re
 
# make ramp
ramp = shadingNode("ramp", asTexture=1)
SN = shadingNode("place2dTexture", asUtility=1)
connectAttr(SN+".outUV", ramp+".uv")
connectAttr(SN+".outUvFilterSize", ramp+".uvFilterSize")

# make polyplane
plane = polyPlane(w=1, h=1, sx=1, sy=1, ax=(0, 1, 0), cuv=2, ch=1)[0]
rename(plane, ramp+"_plane")

# flip around so ramp looks right
setAttr(plane+".rotateY", 180)
move(plane, (.5, .5), moveXZ=1)
makeIdentity(apply=1, t=1, r=1, s=1, n=0)

# set display type to "reference" so you can't select it
setAttr(plane+".overrideEnabled", 1)
setAttr(plane+".overrideDisplayType", 2)

# make diamond
square = nurbsSquare(c=(0, 0, 0), nr=(0, 1, 0), sl1=0.1, sl2=0.1, sps=1, d=1, ch=1)
curves = square[0].listRelatives()
# make a single curve
ctrl0 = attachCurve(curves[0], curves[1], curves[2], curves[3], ch=1, rpo=0, kmk =1, m=0, bb=0.5, bki=0, p=0.1)[0]
delete(ctrl0, ch=1) # delete history
delete(square) # delete original curves
rename(ctrl0, ramp+"_ctrl")

setAttr(ctrl0+".rotateY", 45) # rotate 45 deg
makeIdentity(apply=1, t=1, r=1, s=1, n=0) # freeze xforms

# set limits
transformLimits(ctrl0, tx=(0, 1), etx=(1, 1))
transformLimits(ctrl0, ty=(.01, .01), ety=(1, 1))
transformLimits(ctrl0, tz=(0, 1), etz=(1, 1))

# make two more ctrls
ctrl1 = duplicate(rr=1)[0]
ctrl2 = duplicate(rr=1)[0]
ctrls = [ctrl0, ctrl1, ctrl2]

# connect ctrls' Z att to ramp's color position
# connect ctrls' X att to ramp's color value
for i, c in enumerate(ctrls):
  connectAttr(c+".translateZ", ramp+".colorEntryList[" + str(i) + "].position" )
  connectAttr(c+".translateX", ramp+".colorEntryList[" + str(i) + "].colorR" )
  connectAttr(c+".translateX", ramp+".colorEntryList[" + str(i) + "].colorG" )
  connectAttr(c+".translateX", ramp+".colorEntryList[" + str(i) + "].colorB" )

# make new lambert and shading group
shader = shadingNode("lambert", asShader=1)
sets(renderable=1, noSurfaceShader=1, empty=1, name=shader+"SG")
SG = shader+"SG"
connectAttr(shader+".outColor", SG+".surfaceShader", f=1)

# attach ramp to lambert's color
connectAttr(ramp+".outColor", shader+".color", force=1)

# apply lambert to plane
sets(SG, fe=plane) 

# group plane and ctrls
grp = group(plane, ctrl0, ctrl1, ctrl2)
rename(grp, ramp+"_ctrls")

# keep ctrl shape during group scale
for i in range(3):
  exp = ctrls[i] + ".scaleX = " + grp + ".scaleZ/" + grp + ".scaleX"
  expression(s=exp, ae=0)

### end rampRig 01


« previously: Hackery | Home | next: selectTrigger v01 »

Leave a Reply