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[Closed] SkinOps.Loadevelopes

Is there a way to load skin evelopes via maxscript and suppress the resultant dialog? I am writing a batch processing script. I don’t want to have to babysit it and click “OK” everytime it loads an .ENV file.

This is evelope code:

skinOps.LoadEnvelope theObjects[h].modifiers[#Skin] “P:\Depot\Animations\Characters\Player\Support\MaleA1_BaseSkeleton_” + theObjects[h].name as string + “.env”)

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1 Reply
(@bobo)
Joined: 11 months ago

Posts: 0

A bit convoluted and requires Max 9, but you can let MAXScript hit the OK for you

fn ANoon_EnvelopeCallbackFunction =
(
WindowHandle = DialogMonitorOPS.GetWindowHandle()
theDialogName = UIAccessor.GetWindowText WindowHandle
if theDialogName != undefined and matchpattern theDialogName pattern:"*Load Envelopes*" do
	UIAccessor.PressButtonByName WindowHandle "OK"
true
)
DialogMonitorOPS.RegisterNotification ANoon_EnvelopeCallbackFunction ID:#ANoon_Envelopes
DialogMonitorOPS.Enabled = true

You sir, are “the man,” as all the kids say these days.

THANKS!!!

this still amazes me,

why do you have to write your own tools(max8, true for me here) or use hacks(max9) for loading skin data when it’s all there in the modifier, just not ‘properly’ exposed to maxscript

in my opinion there’s a lot of work to be done when it comes to being able to script everything. things like not being able to save/load skin morph data in the shipping package would be ok if you could at least access everything without diving into the sdk.

Lol.
That’s funny Bobo.
I didn’t know you could do that in 9. Cool!

-Kees

wow thas great, i,ve been waiting for a solution for ages.

I remember other threads about people speaking how to to it, and very body was saying you have to write your own envascii importer.thanks alot for the tip, will use it in other floating menus :).

thanks bobo, as they said you are the man.

and aearon im agree skin morph need a decent save and load option

you can write one in mxs, except for some things that you can’t access without the sdk

for example you can’t access custom falloff curves, so you have to change the modifier using the sdk. i think if you could at least access this with maxscript many more people would have access to a solution for this.