hmm i just tried again on a fresh scene with too spheres (i did convert them to editable poly first) WM3_MC_BuildPTargetFromNode $sphere01.morpher 2 …
kaipirinha, it works great so far, but i think i found a little bug when i try to assign a target using WM3_MC_BuildPTargetFromNode… if the channel d…
thanks kai ‘w.’ that was really fast… thanks a lot! i’ll give it a go right away
well i guess 25 per channel is not much of a limitation for character animation, but i can imagine other uses for the morpher where it might turn into…
thanks for the info aaaaCHoooo another restriction i found in progressive morphs is that u can load only 26 (or was that 27 ?) is that per channel…
Thanks for looking into it erilaz i have looked around some more and haven’t found an extension that does this. would be great if someone could writ…
i’m looking for a way to implement this in a script i’m writing. from looking at the mxs reference it looks like it isn’t possible though… i did som…
Thanks a lot Rod! that is, in fact, a lot more elegant
ok i’ve found a solution that works… but is there maybe something more elegant? morphArray = (for o in execute (“$” + charName + “_*_Morph*”) c…
[color=White] I’ve not been able to reproduce this problem. Are you sure this is still an issue? interestingly, me neither… oh well just realis…
the bone objects filter doesn’t work (bones are affected by geometry filter)
Great tool impus. i’ve been playing with it and found some bugs / problems: when trying to type something in the search field at the top the dialog…
oops didn’t even notice it was this old Jboy: Hey thanks, Aearon. Checking up on me, eh? hehe sort of, just noticed on your website that…