Maya Rigging A One-Way Street...Not Anymore
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.
This helps integrate the system and provides intuitive interfacing and workflow.
The command has flags to help execute creation, editing and querying actions on ExoSwitch Constraint systems. Check out the Command Page
Open Hierarchy Workflow
Work in parallel or tree based hierarchies. Split drivers can come from different hierarchies. Add constraint members on the fly from different rigs. We tried to design the constraint with these features so you don't have to change your workflow or pipeline.
Creating A Constraint
Create constraint systems faster with the provided GUI. Or use the custom Constraint->ExoSwitch menu on selected items and constraint them like any other constraint in Maya. Or use the built-in exoSwitchConstraint command.
To help streamline the ExoSwitch Constraint user workflow we have created a number of features to help deliver status updates on the system. Change the drivers from the channelBox or AE or from the command. Either way the updates are reflected via attributes on the constraint.