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[Closed] Getting Bones in a Skin Modifier
Feb 15, 2007 9:42 pm
Hi all!
Do you know if there is a way to get all the bones inserted in a Skin Modifier?
Thank you
Bye!
Alex
4 Replies
Feb 15, 2007 9:42 pm
Hi.
Take a look at the skinOps interface.
Anyway, should be something like this:
numBones = skinOps.getNumberBones skinMod
for b = 1 to numBones do
(
local boneName = skinOps.getBoneName skinMod b 1
local boneNode = getNodeByName boneName
)
skinMod is a reference to the skin modifier.
Feb 15, 2007 9:42 pm
Thank you HalfVector You are very kind answering my noob questions
I looked that interface, but I hoped into a more nice solution, because getbonename requests the mesh selected and the modifier panel open. Is there a way to get these prerequisites by script?
Thak you again!
Bye,
alex
Feb 15, 2007 9:42 pm
This is a snip of code from my Doom3’s MD5 format exporter:
fn getSkinBones theNode = (
-- Bones list
local boneList = #()
-- Set modify mode
max modify mode
-- Reference to the skin modifier for this node
local skinMod = theNode.modifiers[#Skin]
-- Look if the skin modifier exists
if skinMod == undefined do (
messageBox ("ERROR!: no skin modifier for " + theNode.name) title: ".::MD5Exporter::."
return undefined
)
-- Set skin as current modifier
modPanel.setCurrentObject skinMod
-- Number of bones for the current node
local numBones = skinOps.getNumberBones skinMod
-- Loop through skin bones
for b = 1 to numBones do (
local boneName = skinOps.getBoneName skinMod b 1
local boneNode = getNodeByName boneName
-- Append the bone to the list
append boneList boneNode
)
return boneList
)
Feb 15, 2007 9:42 pm
just got a look on Paul Hormis script site
Create_Selection_Set_From_Bones.ms
this scripts does the job quite nicely