Got to a good checkpoint with piper, still not ready to rig and animate, but I have a good start! Currently capable of generating FK and IK chains based on just two joint inputs per chain, the start and end of the joint chain.
import pymel.core as pm import piper.mayapy.rig.build as build build.IK(pm.PyNode('thigh_f_l'), pm.PyNode('foot_f_l')) build.FK(pm.PyNode('thigh_f_r'), pm.PyNode('foot_f_r'))
The IK control is a custom transform node made with the Maya C++ API that takes care of soft IK, stretching, pole vector locking and joint sliding.
The FK controls are a lot simpler, but use matrix constraints and Maya's new offset parent matrix to keep everything clean.
I started classes this past week, so I didn't have a lot of extra time to work on a new character. Maybe next week I'll have a new exciting character to show!