Tagged 'Characters'

Character Assembly Modification

4 votes

"This is an updated UI for the Character Assembly node - updates the .ms and also the characters macroscript. Interface snapshot.

Model_Hair_Cycle_Splines_for_PivotToHairCoordSys.ms

2 votes

Use this script to cycle between model hairs to hit the pivot to hair coordsys button.

Clever Biped Move

1 vote

This script toggles the selection between the current biped's horizontal and vertical transforms.

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)

Boner LOD

1 vote

Select the bone and then the skin mesh - then run the script. The script will then take a snap shot of the mesh in its current pose - then find all children of the selected bone - then find the vertices assigned to those bones - and reassign them to the parent bone.

This lets you bake-out a pose for selected parts of your model.

Spline IK Assigment

6 votes

This is a replacement to the shipping version of SplineIK assignment which adds automatic spline creation and vertex reduction.

Control Objects

3 votes

Creates custom spline control objects for rigging characters and other objects. Add the macros to your favorit quad or button bar and drag and drop these controls to place and size them. Due to limitations in creating scripted shape plugins these objects don't have any parameters to size them after creation. Use XForm modifier to size after creation.

Eyeball Generator

5 votes

"A script that creates an eyeball with spinners to control pupil and iris size. based on the modelling in Adam Brody's great eyeball tutorial. As you can tell my scripting ability is non-existant but it gets the job done - just! It has some basic materials applied. The iris has an FFD so you can bulge it after."

skinLift

2 votes

"Export to an external file all vertex weighting data for a selected model and the vertex weighting data can be re-applied when necessary. This is a quick way to make external back-ups during the skinning process."

Hide/Unhide Biped

1 vote

A simple tool that allows you to hide or unhide all bipeds in the current scene.

Syndicate content