… unless there are other lights in the scene that add to the self-illumination. Basically what I would need is the equivalent of the “flat” viewport s…
Nice thinking. Unfortunately, the map I am looking at does not have crop control. ZeBoxx2: If you create a small tri or quad with each TVert t…
Since it is a target camera you could try to collapse the animation to a spline for both the camera and the target and then rotate the splines and rea…
I am still hunting for the perfect solution, but you could take a look at what I have so far in my gizmoControl script: – the script allows you to li…
ofer_z: I’ve written a function that bakes objects’ transforms and can handle IK Chains. This is an ugly can of worms We used this function at snow…
Yes, exactly. PEN: If so bone02 will not directly get that for you I don’t think. refs.dependents on it only returns #(ReferenceTarget:NodeSel…
Not really, but thanks anyway. In your example, you create the IKSolver and store a reference to it that you use to delete it. I need to find the “con…
I am happy to delete the entire IK chain, if I would know (given a bone) which one it is? – MartinB
AFAIK, node.transform is always in world coordinates. At least if you type $.transform and then link the object to some other object and run that comm…
Thanks a lot for your interest! I understand the basics (I hope) What I need are details on what each transform matrix does. eek: The node …
I have little help to offer, but from what I picked up, you first need a native mental ray shader that can reproduce what your 3ds Max map does. The y…