Tagged 'Characters'

Physique Weight Exporter/Importer

5 votes

"Automates the i/o of physique weights:

  • Exporting Physique Weights and Vertex Positions
  • Importing Physique weights via Vertex Index
  • Importing Physique Weights via Vertex Position
  • Importing and Mirroring Weights
  • "

    Spline IK Assigment

    6 votes

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

    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.

    Bip Explorer

    2 votes

    "Load a directory of .bip files and double click on one to load it. Great for game companies using mocap.

    Has a button to quickly move the animation to the origin. "

    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."

    Key Biped

    5 votes

    "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."

    Morph Controls

    4 votes

    Helps set up controls for facial morphs - with different controls for symetrical targets as well as a jaw control - very simple but i find it useful becase it separates the keys from different morphtargets so the timeline doesn't get stuffed with keys when doing lip sync etc...

    FigModeHotKey_Setup.ms

    3 votes

    This script is to change the registered biped for the FigModeHotKey_Toggle script.

    Posture_Temp_Paste_Opposite.ms

    3 votes

    Use this script to paste a posture opposite. Use this with the other Hotkey scripts Posture_Temp_Copy

    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

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