Logan that is a genius idea – why didn’t I think of that! Denis, unfortunately the deformer I am trying to transpose back into a skin modifier essen…
Cunning! I’m going to have to go and add this to loads of my tools now! Thanks Dennis!
I dont understand why you would need to use a morph modifier. If you are expecting the rotation of one object to drive the counter rotation of the oth…
Yeah I know there are faster ways of writing these things, but unfortunately (or fortunately depending on how you look at it), we have a system that c…
Yeah we have never needed to previously, but these rigs are insanely complex! I ended up writing a modification to my original tool, which goes throu…
Looks like there is a character limit. If I shorten the names of my scalars then I get no error. Looks like it may be a 4096 character limit.
fn buildBoneList skinMod = –builds a list of paired arrays of bone ID’s and their names ( boneList = #(#(),#()) totalBones = skinOps.GetNumberBones s…
Can you not put a limit controller in there to limit the movement?
can you not just do that by counting the faces by material id?
Yeah i think you need to get the total verts then loop through them and using the getVertInfluences skinops function (theres one something like that i…
If memory serves me correctly, at some point the naming of objects went from being like Dummy01 to Dummy001
the 2nd hit i got via google: That looks exactly what you want