Tagged 'Characters'

Connect_Two_Objects_With_Stretch_Bone_System_Pick_Upnode.ms

1 vote

Connect two EndPointects with a bone that strectechs between them. Then Pick the upnode for the new bone. This script will create a bone system between two EndPointects that will follow those two EndPointects

Character Rig Assistant

4 votes

I’m developing a script to make it possible to control a character and also to have a pose library for it. All this is based on a study created by a Brazilian animator named Marcelo Ortiz. He created his character control with XSI and I’ve been trying to do it with 3ds Max.

BoneTools

5 votes

"

  • FinSize enables and and tries to resize Bone Fins based on the size of a selected mesh (Skin). 
  • AllFinsToggle turns all Fins in a Hierarchy of Bones ON or OFF. 
  • SelectAllBones selects the whole hierarchy of a single sel
  • Character Animation Player

    6 votes

    A script that you can use to save and load named animation ranges. Great for playing up animation cycles without having to configure the timerange all the time.

    Skintools

    6 votes

    "Enhancements to the skin modifier - plugging some gaps in skin functionality. Includes several such as: Skin Saver - Skin Saver Selected - Load Weights Index - Load Weights Relative - Clear Zero Weights - Get Skin Element - Paint Absolute Weight - Weight Info - Mirror Paste - Reverse Cross Section - Re-grab skin.

    Muscle Editor

    7 votes

    "Muscle editor is a macroscript for making a true use of the bone scale/squash options in your rigs.

    SplineBone

    2 votes

    "Allows you to create a linked bone chain that exactly follows a selected editable spline - regardless of length or segments. The bones are created from vertex to vertex. You can then use the original spline in a spline IK solution if you choose.

    bakeBiped

    13 votes

    This is a script that enables you to bake inherited transformations onto the root node of a Biped. For example – you may have an animation where the biped is parented under another controlling object – but you need to convert that animation back no regular Biped keys on the root node ( in world space ) … this script will do that for you.

    Create_HI_BoneChain.ms

    2 votes

    This script is for use with the naming convention described in the Tutorial section.It lets you create a bone chain based on the orientation of a selected object.Once creation is complete you will be prompted for the name of the part that the bone chain i

    Automized EyeBlinks

    9 votes

    A really fast method of creating keyframes for Eyeblinks.
    Choose from 2 methods:
    1. User defined eyeblinks (animate Eyeblinks in real time)
    2. Automized Eyeblink patterns (with customizable randomness) over any time range.