Yeah…though I’m sooo close to being done with this script…I’ve come a long way actually. All I really need to do to make it useable at this point is …
Ohhh…no clue…I’m not really a part of the main corporate office…I’m an engineer on a small IT contract to the Navy to build and maintain simulators fo…
Car rig? Confusing me with someone else? Check the thread I just posted to solve what MAY be my last problem for now… This threads problem is sorta…
I got this working actually…I am using a simplemod with all the parameters for the animation on it… During my export, I evaluate the modifiers on eac…
Actually…I already have code that has all of those parameters as a simplemod that I can apply to the geometry…and I’m already coded to retrieve those …
I think replacing that big if for if combo with your code woudl be better…but I’m not sure how it all lines up.
Would that be better than: if allObj[i].children.count >0 then for c=allObj[i].children.count to 1 by -1 do if allObj[i].children[c].nam…
Weird…double posted for some reason…mods delete one plz?
Nobody has any ideas?
If I use a dummy the issues would be A) How would the script know there’s a dummy for rotation B) Does the dummy follow the scale/rotation I imagine …
I think a dummy would be better for specifying the rotation origin…I’ve used dummy’s before in other scripts such as the old NWMax for neverwinternigh…
Well…I want the original objects to stay the same…they shoudl only be rotated and scaled as part of the export process (since the software I’m exporti…