Tagged 'Characters'

Bone TreeView

2 votes

A script that recognizes all your 3ds Bone roots and creates a nifty little treeview of them - allowing you to change most bone parameters.

Create_IK_Error_Display.ms

2 votes

This script creates an red error display for the selected IK Chain.The farther the ctrl object moved from the IK chan the largerthe error display will grow.The selected IK chain must be parented to another object that is used to animate its' location.Requ

CStudioGlobalTCB

3 votes

Allows you to change the TCB values globally on selected portions of a Biped

Bonedaddy

4 votes

Life saver! Will save out the weights of a skin modified object. If you change the mesh of a skinned object any manually setup vert weights get lost. Put them back with this. Can put back weights by index or by position. (Caution: putting weights back by position can take a long time if your object has a lot of faces)

Bone Display Toggle

5 votes

Toggles the display of bones in the scene

Physique Weight Exporter/Importer

5 votes

"Automates the i/o of physique weights:

  • Exporting Physique Weights and Vertex Positions
  • Importing Physique weights via Vertex Index
  • Importing Physique Weights via Vertex Position
  • Importing and Mirroring Weights
  • "

    Morph Controls

    4 votes

    Helps set up controls for facial morphs - with different controls for symetrical targets as well as a jaw control - very simple but i find it useful becase it separates the keys from different morphtargets so the timeline doesn't get stuffed with keys when doing lip sync etc...

    Prep_Bipeds_For_Cloth_Sim.ms

    2 votes

    This script will take a biped(s) and add a fig mode prior to the start of the animation.

    PrepFamous

    3 votes

    Turns the tedious process of preparing a character for use with Famous Faces.

    Pose Blender

    2 votes

    "Easily set keyframes on multiple objects by mixing different poses. The positional state of the entire hierarchy is saved to each slider - and new poses can be re-cached at any point. This is ideal for facial animation where many free-floating bones need to be animated."

    Syndicate content