What i have done in the past was once I set Skin Pose on the biped is to mute *the animation tracks on the controllers that control the extra added bo…
Pretty simple, here is an example. — myBox = Box() addModifier myBox (Skin()) — fn getSkinIndexFn obj = ( for i = 1 to obj.modifiers.cou…
I understands your guys arguments, I honestly got really excited when they first announced MCG as I thought it would be something more like the Node E…
Target.transform = Source.transform? This will set the link constrained transform to what you want. We do this with our pose tools, a pose is saved o…
Most likely to do with the fact that perhaps the scene has not fully loaded, although help files says that at the point when startup scripts are loade…
something I wrote a while ago.
there you go: ( scene_layers = #() struct layer_data (name=””, childlayers=#()) fn recursiveStoreLayerFn layer parentStruct:undefined = ( cur…
well you asked if there is a way to add new attributes and not that the way it exists is not working for you. If you post a test script we can fix it …
Adding Custom Attributes to nodes. From the help files.
Simple enough. for obj in selection do ( — print method print (“Object:” + obj.name + ” classOf:” + (classOf obj as string) + ” superClassOf:” + …
Once you copy a vertex weight you can then select multiple others and paste, have you tried that? using the weight tool not the weight table, the weig…
Is the image background transparent? if not then it could be monitor settings.
Write the transform of the object to an ini file, txt file, xml file and then read that information when you want to load it? Some info on ini format…
I am giving you this response from memory because since last I touched my skin utilities library was years ago I am fairly certain that if you gathe…
you need to do all those steps but through script, You can get the bones the skin data mesh needs for the skin from the obj properties of the skindata…