Make roll is basically a dynamic simulation. Should work ok if you remeber to bake the solution before you send to the renderfarm
be warned tough ive actually SEEN EPIC FAILURES with make roll
Again its not a perfect solution it suffers from the problems associated with simulation, it allows no y movement and so on. Like i said theres lots of things one CAN do but what one should do depends on the actual circustances one is in. Something needs to get sacraficed. In this case do roll is relying on explicit naming so it can break when you instanciate or reference some rigs with do roll in them.
But yes its a ok solution for some problems.
However its a very bad solution for others. But ist a TERRIBLE piece of advice for somebody who understands nothing. Becaus eit seems to work at first glance. But it may not work at all in the end, it offers too much of a safe feeling that can lead to massive failure which doing yourself does not. I mean its not hard to do these fro any situation just the limitation is more important to manage then the actual solution.
number one reason fir most failures i see, is in fact not managing problems, This is a sort fo nice trick that doent stand up to closer scrutiny.
PS: for anybody who uses do roll change the expression lines with getattr with just simply:
float $lx = nurbsSphere1.lastX;
float $lz = nurbsSphere1.lastZ;
theres no need for the getattr it just slows things down unnesseserily
the lines:
rotate -ws -r 0 (-$yrot) 0 nurbsSphere1;
rotate -ws -r ($xrot) 0 0 nurbsSphere1;
rotate -ws -r 0 ($yrot) 0 nurbsSphere1;
are a bit dangerous, so NEVER attempt to instance obejcts with do roll without making sure you have namespace protections. If you really want to use this in a prduction environment make the same intoa node then you dont need to rely ion explicit names. Youve been warned.