I feel your pain Paul. There is just about no fun having to work in Maya, and I 
have not even begun to look at rigging...

Cheers
Morten



> Den 30. april 2018 klokken 17:30 skrev [email protected]:
> 
> 
> In fact I think I’d prefer to work in a supermarket than do this all day
> 
> From: Ben Barker 
> Sent: Monday, April 30, 2018 3:52 PM
> To: [email protected] ; Official Softimage Users Mailing List. 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=anoOklbCAkYop-YCTPjqiBn7T2e_oinGQgwoNzwLvEk&s=B09b9CDZlbM02y34qiDoZr_eH3rapfBlNqz6Xkp1qHs&e=
>  
> Subject: Re: Set Driven Key Copy/Paste in Maya
> 
> In Maya set driven keys are the same node as normal animation keys, the 
> animCurve node:
> http://download.autodesk.com/us/maya/2008help/Nodes/animCurve.html
> 
> There's a bunch of child nodes listed there with two letters after the 
> "animCurve", which is the specific input/output that node handles.
> So like, animCurveTU takes input time (t) and outputs double (u). All the 
> animator set ones are the animCurveT* ones. All the animCurveU* ones are used 
> for set driven keys.
> 
> I know this is always the maya answer but... I always did this with a script. 
> AnimCurve nodes are almost always named after the object/attribute they are 
> connected to. So it's pretty easy to duplicate the animCurve node, parse out 
> the attribute from the name, find your mirrored rig bit, and connect it up. 
> You can use listConnections to find the driver node and do something similar.
> 
> Expression nodes are different. Essentially they just hold a giant string 
> (the expression itself) and when it gets compiled Maya does some under the 
> hood magic to make or break connections to the node. To mirror it you don't 
> need two expression nodes (you can if you want), but you need to copy the 
> text in the expression itself and search/replace your Lefts for your Rights. 
> You can do this at any time and the expression will hook up to the attributes 
> if they exist. Matt is right about using utility nodes in place of 
> expressions if you can. 
> 
> Sometimes copy/pasting stuff works but it also makes a lot of garbage in the 
> scene. Honestly with Maya the faster you can get to a scripted rigging 
> pipeline the better. 
> 
> On Mon, Apr 30, 2018 at 8:12 AM, <[email protected]> wrote:
> 
> 
> 
>   Hello all,
> 
>   I am being forced into learning Maya again after an abandoned attempt last 
> year.
> 
>   I am finding almost everything frustrating and harder than it needs to be, 
> but todays annoying frustration is.. Copying expressions.. ( no drag and drop 
> then edit - here) 
> 
>   I set up a foot controller, so it has some attributes (that drive some 
> rotations on groups which in have IK goals parented to.)
>   After doing one foot, I hoped it might be easy to copy/paste the set driven 
> keys/expressions and edit them for the other foot controllers/legs.
> 
>   However this appears out to have been wishful thinking on my part. Its 
> seems very opaque as to where these things actually reside and how they are 
> edited / redistributed. After a fruitless trip around the node 
> ditor/hypergraph etc, I can’t work out how to do this. I wonder if anyone 
> could give me a clue as to what to do I’d be grateful.
> 
>   Last week I watched a video on how to mirror a rig. After 40 mins the 
> conclusion of the video was ‘ the best method is to do it again manually on 
> the other side!’
> 
>   When I learnt XSI, I remember having a lot of fun as my world of 
> opportunities opened up. This is not so similar.
> 
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>    
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