Interface

Trigger UI contains two main tabs

Actions Tab

Actions tab is the most important part of the UI and pretty much everything is happening in this section.

_images/actions.png

1. Action Buttons

  • Add: Drops down a floating menu containing the list of available actions

  • Delete: Removes the selected action from the list

  • Up: Moves the selected action up in the layer hierarchy

  • Down: Moves the selected action down in the layer hierarchy

2. Actions list

List of available actions in the current Trigger Session Right click any action will display the following menu:

_images/actions_list.png
  • Rename: pops up a edit dialog to rename the current action

  • Duplicate: Duplicates the selected action to below

  • Delete: Removes the selected action

  • Run: Runs only the selected action. Does not reset the scene

  • Run Until Here: Starts running the actions from the begining of list and stops on selected action

  • Toggle Disable/Enable: Enables or disables selected action. Disables actions displayed as grayed out

3. Settings Panel

Displays settings for selected action. There are detailed eplanations for each action in Actions section

4. Build Rig Button

Resets the scene and runs everything in the actions list. The action items change color during the run:

  • yellow: means the action is processing

  • green: means that action successfully completed

  • red: means that the action cannot be completed due to an error. Check the script editor for details.

Danger

Build Rig button will RESET the scene. If you have unsaved work or unsaved action related changes ALL will be lost. Be sure you saved your scene and/or your actions and guides are up-to-date

5. Build And Publish Button

Builds the rig and publishes maya scene [*]


Guides Tab

Guides section is more similar to traditional modular rigging tools. In guides section, we will be creating the ‘Guide Joints’ which will work with ‘Kinematics’ action in Actions panel.

Unlike Actions panels, joints created in Guides section is not going to be saved with trigger session. This panel is only for manipulating maya joints and adding them the correct attributes which will be used by trigger when creating the actual rig.

The guides must exported in order to be used in Kinematic actions. The guides created from this section can be exported using File => Export guides menu item.

Tip

Guides can be exported to be used in Kinematics action from File -> Export Guides menu

_images/guides.png

1. Alignment Panel

Defines the alignment of the next limb module that will be created

  • C: Centered. The modules created with Center alignment are yellow and does not have a mirrored pair

  • L: Left. Left modules are indicated with blue color and represents the left side of the character/rig.

  • R: Right. Right modules are red and represents the right side of the character/rig

  • Both: Creates both Left and Right Modules at the same time and dynamically mirror links them together. In mirrored pairs Right sided (Red) modules cannot be manipulated and always mirror the Left side

  • Auto: This option is useful if you want to create paired limbs which does not share the same parent. For example, Right and Left thumbs of a character should be mirrored but they dont getting mirrored using the same joint as center. When Auto, trigger tries to find the corresponding parent pair joint instead of creating both limbs connected into the same joint.

2. Modules List

This area contains all available limb modules in Trigger & pre-defined presets (Essentially, collection of modules with a hierarchy)

The numbers next to the modules means that how many joints will be drawn with that module. If the numbers are disabled and not editable, that means that module can only be created with fixed number of joints. For example, the Arm module can only have 4 guide joints defining shoulder, upper arm, elbow and hand

Warning

The guide joints drawn into viewport is not going to be saved with the Trigger session! You need to export your guides to a .trg file from File -> Export Guides

Guide Creation

  • Normal Mode

    When clicked each module button, the corresponding limb will be created using the selected joint in the scene as parent. If nothing selected, the limb (or limb pairs) will be created on their default locations. Depending on the set alignment the pairs will be created automatically

    _images/normal_mode.gif
  • Define Mode

    Holding down Ctrl when the trigger window is activated will turn the outlines of the module buttons to green, activating ‘Define’ mode. In define mode, you can convert any joint hierarchy into Trigger guides.

    _images/define_guides.gif

3. Guides List

List of guides available in the Scene. Please note that, the export guides command will export all these guides listed in this list.

4. Guide Properties

Guide properties have some shared properties for each guide and some other properties unique to each module. More detail on modules section.

Common properties are:

  • Module Name: name of the selected module. Although it is not mandatory, it is advised to provide a unique name for each module in the hierarchy

  • Up Axis: Defines the up-axis of the module. Default is +Y

  • Mirror Axis: defines in which axis the module will be mirrored. Default +X

  • Look Axis: Modules facing direction. Default +Z

  • Inherit Orientation: If this is checked, Trigger will assume the existing orientation of the guide joint as correct. Otherwise the orientations will be calculated automatically and only positional values will inherited. This is especially important for the modules using IK chains.

Although these values are common for all modules, some or all may not be affecting anything depending on the complexity of the module

5. Test Build Selected Branch Button

This button will imitiate the Kinematics action in actions panel and creates a kinematic rig from the selected guide branch. In order to work, a root joint of a module must be selected.

All hierarchy starting from the selected root will be rigged. For example, in humanoid preset. If one of the LegRoot joints selected, it will only rig the selected leg, but if the Base joint selected it will rig the entire character.

Tip

‘Test Build Selected Branch’ button - as the name suggests - is for testing purposes only. Don’t use it on an actual rig. Always export your guides into a file and use them with a ‘Kinematics’ Action