"Well here's another one. This will modify an existing skeleton of an object in Layout with the positions of skelegons within that object. So if you've converted your skelegons to bones, added your setup stuff like IK etc and then found your knees aren't quite in the right place, but don't want to use the bone tools in layout, you can modify the skelegons in modeler and then run this Generic Layout plugin with your object selected and it will (hopefully!) move the bones to the new positions.
It will:
MAKE A BACK UP scene in your LW content directory just in case! (this will be overwritten each time you run this plugin so as not to fill your harddrive!)
Match old bones BY NAME(this is the only way to do it) !!! to the skelegons, and use these to layout the skeleton.
Add new bones to the skeleton.
Delete old obsolete bones (if the user requires)
Parent any orphan bones to higher up the chain.
Record pivot rotations if desired (apart from on targeted bones as these seem to get screwed up with RPR)
Keep any reparenting you did in layout (say if you had isolated bones which you parented to the main group)
It doesn't delete the old bones (unless you want them to!) just moves them around, so they will keep their old settings. These of course may need adjusting (rotation limits for example if you make the bones a little more bent) because of distortion of the skeleton.
This is a complex plugin, so I make no warranty (it's free!) but as it makes a backup, there shouldn't be any undoable mishaps."
Also discussed HERE
Tuesday, December 14, 2004
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