[Closed] Assigning progressive morphs via script
talking of morpher revamp … i wrote a script which kind of enhances the morpher UI a little:
http://www.cgtalk.com/showthread.php?t=238317
shibu
i suppose you could get over that 25 per channel limit by doing it the old fashioned way – the way it was done before progressive morphing – just use channels as usual and connect them with expressions – tis a pity you cannot assign progressive targets yet i was looking for it earlier to do my morph controls script but alas i never found it
mark
Hello Kai, hi guys.
I have looked at the sdk and created a maxscript extension plugin to solve this problem.
Now you have the possibility to add, remove and get progressive targets to/from the channels via maxscript. The plugin can be downloaded from my web site: http://www.kaipirinha.com/MorpherProgressiveMXS/
A detailed description of the methods can be accessed there as well.
maximal 25 targets per channels: yes it is true, but if you really need more than 25 you may consider changing the MAX_TARGS constant in the wM3.h header file to an appropriate value an recompile the morpher sources supplied with the sdk .
Cheers,
Kai Wolter
great !!.. thanks kai…
about the 25, i never before have looked into sdks … mabe this is a good start point to try messing around with them.
-shibu
thanks kai ‘w.’
that was really fast… thanks a lot!
i’ll give it a go right away
hi kaipirinha,
great stuff always nice to see things like this addressed even if its not by autodesk!!
perhaps you should post this over at the discreet boards – im sure the guys over there will be intereested
cheers
mark
kaipirinha, it works great so far, but i think i found a little bug
when i try to assign a target using WM3_MC_BuildPTargetFromNode… if the channel doesn’t have a target yet and it’s a channel other than 1, it doesn’t seem to work
hmm strange, i have just tested that case in max 6 and it works:
WM3_MC_BuildPTargetFromNode $torus01.morpher 2 $torus02
adds torus02 as a target to the empty channel 2 without any problems.
Does the listener window log any errors?
Have you tried to add a primitive (sphere,cube,…)? That will neither work with the script nor within a picking session.
Maybe you can send me a sample file in which it does not work.
mark: thanks for the hint, i will do so.
hmm i just tried again on a fresh scene with too spheres (i did convert them to editable poly first)
WM3_MC_BuildPTargetFromNode $sphere01.morpher 2 $sphere02
the listener returns ‘true’
channel 2 in the morpher is now named “Sphere02”, but the channel is marked blue (“Contains morph data; no target object”)
:shrug:
Great Kai, I’ll give it a try as soon as i can.
Btw, in case you sent me any mails these last few days, i couldn’t check them because i’m having some trouble with my box at home. If anything comes up you better send me a pm over here for now