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Download, Evaluate, Put onto a toolbar
Select ANY bone (BoneGeometry class only)
and press the BonesPaint button.
The script will not be enabled if the selection
is invalid (not a bone or more than one object)
The "Root" text field will display the ROOT
Bone of the hierarchy.
If the hierarchy is linked to other non-bone
objects, the last Bone Object will be the root.
The "Max. Hierarchy Depth" value will show
the number of bone levels incl. the Root Bone.
When [>Generate Gradient<] is checked,
the color changes will update the Bone Colors rollout interactively.
The "Root Bone Color" color swatch defines
a static color for the Root Bone.
The "First Level Color" color swatch defines
the color of the first level bellow the Root Bone. It is used as a base
of the color gradient.
The "Last Level Color" color swatch defined
an optional color of the last level. When the checkbox in front of it is
checked, a color gradient between the start and end colors will be generated
The "Red Delta", "Green Delta" and "Blue Delta"
values define the relative change to the next Bone Level Color. When
the "End Color" checkbox is unchecked, the Deltas will be used.
All color-generation values are stored as
Persistent Globals with the scene.
The "Reset to Default Gradient" button sets
the gradient values to the factory defaults.
The "SINGLE COLOR" button assigns the color
to the right of the button to all Bones.
The "MULTIPLE COLORS" button assigns the gradient
to all levels of the Bones hierarchy.
The "Bone Colors" rollout displays the gradient
to be assigned.
The single colors in the "Bone Colors" can
be changed individually for a single hierarchy. They will be overwritten
by the Color Gradient generation though. (Disable >Gradient Gradient<
if you want to define totally customized color levels.)
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