Over the past few weeks I’ve been diving deeper into Maya’s API. The driving force behind much of this effort has been my need to program increasingly more complex nodes. Specifically I want more and better control over the tools and rigs I’m making.
In this example I used an MPxLocatorNode as a starting point for a custom aim constraint node. My goal was fairly straight forward; create an aim constraint with an object up vector and toss in some OpenGL drawing to boot. As an extra bonus I added a command for creating the node.
I chose to use this particular node because of it’s built in OpenGL drawing. It allowed me to create a toggle-able debug draw feature, which can be seen in the image to the left.