I’m not very clear on what you need, but maybe this will help: Go through “Biped Node Heirarchy” in the maxscript reference, You can access any biped…
Use structs. It helps managing your variables
are you loading the bip file using biped.loadMocapFile or using biped.loadBipFile ? Using either should ideally not add anything into the motion flow …
I did face similar problems when using fbx, both import and export options. It seems like you have the older version of the fbx plugin (FBX200611_1), …
fn returnLastObj = ( allObjs = $* as array; theLastHandle = 0; for obj in allObjs do ( if obj.inode.handle > theLastHandle then theL…
You’ll find all biped key manipulation stuff in : Biped Keys & bipedkey:MaxObject in the Maxscript reference… You could also think of using bipe…
ok, thanks a million for your work…its works quite well! glad to be of help, Oli… Am at work now, may not have time to comment/explain my code now, …
change the path contained in the line: iMocapImporterStruct.mCurRigPath = “C:/Shared/MaxMayaPipe/TestCharacters/MaxCharacters/skin_k0402_A.max”; t…
I wrote a sample script for you during my lunch hour … not yet done, but you could go thro it, It merges a character rig multiple times and then renam…
You may want to think about merging the same biped rig again into the current scene instead of cloning. This works best after renaming the existing bi…
rollout unnamedRollout “Untitled” width:158 height:104 ( button btn_MM “M&M” pos:[14,25] width:125 height:35 ) createDialog unnamedRollout …
Hi Vij, Your script fails initially due to non – initialization of the variable v, used to store render range. 2 steps can fix this : use: v = …
Customize/Unit-setup/System-unit-setup might be different in the current session of max and the merged max file.
hahaha …