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[Closed] Pose saver tool – where to store data?

 S-S

I have been doing this script for a while now. Idea is to store object transformations into array / structure, and then be able to load them back to a set of objects. (sort of morph targets for bones or helpers) I know there is already a plugin for this, but i wanted to learn scripting and transformations, and be able to create my own text based format.

Currently i can save poses to and load poses from a text file. So, my question – is there a relatively simple way to store an array which contains structures, to some a location in scene, so i wouldn’t have to load poses separately when i load the script?

I also had a bit of trouble while trying to figure out how to cope with different pivot orientations of parent and child object, but i came up with some sort of solution… i think i save my questions to later time!

If someone is interested, here is a video of my script in action (XVID)

http://www.cgmill.com/ss/wip/20061023_pose_saver_p.avi

3 Replies

It is looking good…by the way you can use parameter block to store data with the scene. But saving pose in a text file is not a bad idea…in some point you also have to do that…because it helps you to share pose across different scene or system. artist can share the poses.

Cool script.

You could add the data to a ‘key’ object in the scene using custom attributes, this will even allow you to import a character from one scene to another and retain it’s pose data. Just search for Custom Attributes in the reference, it’s relatively simple to use and you can do some nifty things with it.

 S-S

susanta:
“parameter block”

  • Thanks for info. I have to research this!

“But saving pose in a text file is not a bad idea”
Yes, that’s what i was thinking too! I made the text save and load, because i find it nice to have option to move poses from character to character (or joystick, controller whatever) and also to be able to modify poses with texteditor. And i also learned this thing at the same time!

Wahooney:

“add the data to a ‘key’ object in the scene using custom attributes”

Hmm. I thougth i heard couple of months ago that something like that can be done… I have tried creating custom attributes, and UI for them from max script, but i didn’t actually know for sure that you could do such thing… I have to research it, i have no idea how store array or structures or something similar into custom attributes. Thanks for the tip!

(BTW, Susanta you must be the guy who made the mirror morph plugin…? and Waahoney too made a mirror morph plugin?!? I think i have tried both plugins!!