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===================
Components Overview
===================

.. codeauthor:: Jeremy Ernst


Terminology
-----------

.. glossary::

   asset

        An asset is the totality of all of the parts that make up the rig. In terms of a character, an asset would be
        the encapsulation of the components that make up the character, as well as metadata defining the character,
        like its name, etc.

   component

        Components are the individual parts that make up an asset. Components are things like, a leg, an arm, a torso,
        etc.

   metanode

        Each component (and asset) has a metanode, which is a Maya network node that stores metadata. The most basic
        metadata are things like the prefix, suffix, full name of the module, and many more useful bits of information.

        .. image:: /images/metanode.png

   joint mover

        A joint mover is a simple rig attached to a component that aids in the creation of the skeleton. It makes joint
        placement clean and consistent across all components.

   aim helper

        A component that handles ensuring a parent joint aims at its child for the joint mover controls.
        Aim constraints are placed on joints in the joint mover that have been marked up to aim at their child.
        Those same constraints are removed if aim mode is toggled off. How aim mode is setup is done through the
        :ref:`joint mover markup tool <joint-mover-markup-ref>`.


Class Diagram
-------------

.. image:: /images/artv2_class_diagram.png



Classes Associated with Components
----------------------------------

The following classes are used by or associated with the component classes.

.. toctree::
   :maxdepth: 1

   rig_asset.rst
   joint_mover.rst
   aim_helper.rst