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Submitted by Dave Stewart on Fri, 2006-10-20 20:45
3
votes
"Adds custom attributes to any dummy that parents an IK chain. Custom Attributes include Swivel Angle. Show Trajectory. Dummy Size and a quick jump to the IK chain’s motion panel.
Ok - if you use Ik/Fk switch a lot - with many Ik Solvers - you might find it a little annoying to go in the motion panel all the time for this. So - here's the shortcut - as a macroScript for you to put it where you want - say in a QuadMenu.
When having freeform forward kinematic animation - such as motion capture input - you may want to assign an IK solver to the animated chain - doing this will not destroy the underlying animation - and using this script - you will be able to snap the IK Solver Goal motion to the FK animation.
A Tool to greatly speed up and simplify the process of skinning the joints of characters,especially shoulders and hips which are notoriously difficult to skin. THE NEW VERSION 2 OF THE JOINT BEND RIG HAS A BIAS CONTROL TO CONTROL THE AMOUNT OF TWIST IN THE JOINT
"This tool takes the currently selected biped bone and keys it on every frame with a "body" key. This is extremely useful if you need to save a bip file that has dependencies on other objects in the scene. Warning: This script may have bugs."
This script is alternative way
Quick enough for help you setting keys TCB control Biped - You can set manual with button one by one or automatic batch button for all keys
Submitted by Christoph Kubisch on Fri, 2006-10-20 20:45
12
votes
The macroscript allows a biped to be follow another object. The
Biped's horizontal/vertical/turning keys will be modified to match the
objects'. Optionally additive or original key useage is allowed. Meant
to use motionmixed 'gameanimations' and let them follow a path.