
mathArray Node
Why? So I've been doing some prototyping for facial rig structure, and one of the the key changes is that certain nodes can exist between input and output interface nodes. If you don't know what I mean by that take a look at "Cult of Rig". I need nodes between them in order to remap driven behavior (like having the inner brow control pull the mid brow control at a certain rate, or change how a corrective blendShape interpolates). I'm using animCurves for this because they can


Overlapping Curvewarp
MASH is a really great tool. It's not super useful for character rigging, but I've used it several times for props, specifically conveyor belts. The simple way to set up a conveyor belt is to to create a single "tile" of the geometry. Use a MASH distribute node to turn it into a line of those segments. Then use a curveWarp deformer with a closed curve in the shape of your conveyor belt. To animate it you can connect into the curveWarp deformers offset attribute. There is one


Splitting Weights With Animcurves
One of the most tedious parts of painting weight is splitting weight among multiple influences. But with this technique you can easily adjust the falloff between the influences while keeping the same overall weight. I tried getting this to work with a python callback so that it split as you updated the weights but it was too slow. That's not an issue if you use ngSkinTools but is an issue for non-skinCluster deformers. I am working a custom node that can split the weights whi