Muscle Strand Tools
This tool objective is to help the rigging artist in the skinning Envelope Step, permitting them to set the muscle envelopes by group (a CAT muscle object is composed by 7 strands be default), or individually.
The skinning process can quickly be a hassle when a lot of deformers are involved, for example when you start using CAT muscle strands.
The starting step which consist in setting up the envelopes is a nightmare, because of the poor selection tools of the skin modifier, and a complete mess in the displayed informations (a huge number of envelopes that overlap).
This tool objective is to help the rigging artist in this specific step, permitting them to set the muscle envelopes by group (a CAT muscle object is composed by 7 strands be default), or individually. The envelope informations display is simplified, and is drawn over the viewport using redraw callbacks.
Comments
ah, okay. I thank you for
ah, okay.
I thank you for your attention and explanation ;)
There's no harm at all
There's no harm at all :)
What I'm saying is that the Biped Structure (the default one though) has not enough bones for this script to be useful, the Skin Modifier tools are enough to deal with them.
I'm sorry, I had an act of
I'm sorry, I had an act of presumption.
are too embarrassed to ask you some extra work (just for biped)
I thought it would be difficult for you to work on a script for biped whole, so I limited the bones (wrongly). I chose the only forearm bone excluding also the twist bones.
I can honestly tell you that I do not have particular preferences about the type of biped bones to be involved. I play in max as a hobby, I do not have commercial claims.
I appreciate so all scripts (high-level or small they may be) that help me to rigging.
I hope you understand my bad English (google translator).
You have to be more specific
Hmmm, please be a little bit more specific about what you want to do with the arm of the biped, because in that case, just for one bone, the tool doesn't have any use.
part of the biped
thanks for your answer.
Meanwhile, thank you for sharing your script (I forgot in my previous comment).
I thought to use the part of the biped "arm". not "twist bones" (forearm).
tnk.
Not sure about 2008
I don't have this version to test it.
Give it a try, I'll say there's a 90% chance of success, I can't think of any line of code that would be "2013 only".
For the other question, no, it doesn't work for biped for the moment. I could however adapt it, what part of the biped are you thinking about ? twist bones ?
questions
excuse my ignorance:
the script works with max2008?
the script also works with biped?
thanks :)
Heh.
You might be the only here to use this script, so be my guest :]
Excellent! Thank you again!
Excellent! Thank you again!
Royal Ghost | veda3d.com
Check it out
Yeah, I guess the LBiceps 6 and 7 of the example animated GIF aren't really useful.
Same workflow, but only the deformers belonging to the skin modifier are processed.
This should be good now, I replaced the v0.1 file, just redownload it again :]