Tagged 'Characters'

charRigger

4 votes

"Given pointHelpers or other objects of a specific name - this will take their positions and auto generate a character rig for animation based off of them. This includes Stretchy Legs - Stretchy Arms and a general finger setup - with Custom Attributes on proper controls. Version 1.31 now allows up to 8 neck bones/controls.

Rigging_Paste_Biped_or_Envelope_or_Mirror_Paste.ms

3 votes

This script will either (based on the object selected and its' subobject mode) paste a biped posture opposite or paste a skin envelope or mirror paste a skin envelope.

BoxSkeleton

5 votes

Creates a set of boxes and attaches them to the bones of a biped.

Select_All_Animatable_Biped_Objects.ms

6 votes

Using a selected biped body part this script will select the rest of the biped. If any of the parts are hidden or frozen they will be unfrozen or unhidden.

SkinWeightingTools

5 votes

Limit verts to n bones - select by weighting - modify weights - remove weights based on threshold. Can be slow on large mesh - speed optimised version possible. Click to view interface snapshot

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."

Rotate Chain

3 votes

"Allows you to select multiple objects in a group of linked objects (e.g. - all of the bones of a finger) - and rotate all of the items at the same time. If you tried this in Max using the built-in rotate - you'd find that only the top most object (i.e. - the one that is the parent of all of the other objects) would rotate.

Add Physique

4 votes

Adds a Physique modifier to the selected object. Allows Physique to be linked to the right click menu

IK to FK and vice versa

3 votes

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.

showBoneAxis

9 votes

Displays a small RGB icon at each bone's pivot point to indicate the local coordinate system; useful for adjusting bone orientations - for example.
View Example Image

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