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[Closed] hand's fingers pose store

Hi
hand finger’s pose store
one way is wiring the fingers to the Pen_Attribute holder and store the slider and …
the other way is copy all rotation and etc to a text file and …

would anyone tell me how it is done,whole character pose storing is far away for me for the beginning i need hand and fingers pose storing
i know matrix and mirroring enough but i think storing pose another issue what should ido and search or …

Thanks in advance

6 Replies

store a pose as as XML file… all other solutions are out of date.

Thanks for the reply
i don’t no anything about xml file, just it is for saving and loading the animation

i know this looks a silly question in this site,but what is it actually, i saw just a pile of code line
when you run nothing happened if it is possible can you make a very simple example of anything
and tell this is body this is end and …would you just tell me what should i search
to save and load animation and pose

before inviting your own load/save format try to use what already built-in…
see mxs help -> The LoadSaveAnimation Core Interface

+1 to using .xaf files. That’s how Our system works.

	--modify this to select only fingers
	fn getctrlList=(for each in $*ctrl_* collect  each )
	
	fn loadXaf filePath:undefined = 
	(
		if filepath ==undefined then (filePath =getsavefilename filename:maxFilepath)
		nodes= getctrlList()
		LoadSaveAnimation.loadAnimation filePath nodes relative:false
		format"	( loadXaf(%) )
" filepath
	)
	
	fn exportXaf filepath:undefined=(
		if filepath ==undefined then (filePath =getsavefilename filename:maxFilepath)
		nodes= getctrlList()
		LoadSaveAnimation.saveAnimation filePath nodes #() #() saveSegment:true segInterval:animationRange
		format"	( exportXaf(%) )
"filepath
	)

Are you using spline controllers for the fingers or a packaged solution as in biped?
The rig vadar has a good solution for storing poses of groups of spline controllers.

sorry for delay and Thanks for the reply
I just add rotation list to the finger’s bone and wire the rotation list controllers separately to some shapes.one for the whole in hierarchy and one for each bone separately. i like to work on a method that can be saved and loaded later in attribute holder or in roulot just like in some rigging reel