DPK_parentMeshToJoint 1.00		Mar 23, 2003


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Contents:
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1. Files Included
2. Installation
3. Quick Start
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1. Files Included

- DPK_parentMeshToJoint.mel               Version: 1.00
- DPK_getChs.mel                          Version: 1.00
- DPK_renameJointMesh.mel                 Version: 1.00
- DPK_rigShortName.mel                    Version: 1.00
- DPK_stringArrayReverse.mel              Version: 1.00
- readme.txt


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2. Installation

Copy the ".mel" files into your scripts directory (e.g.: ../maya/scripts) and
create three shelf buttons with the commands:
    1: "DPK_parentMeshToJoint;"
    2: "DPK_renameJointMesh;"
    3: "select -add `DPK_getChs "joint" 1`;"


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3. Quick Start


- Creating the geometry pieces and giving them the correct name

1. Model an animation puppet.

2. Create a joint hierarchy for it. Make sure each joint has a unique name and
   DO NOT CHANGE THIS NAME anymore.

3. Cut your model into pieces which will be parented to joints.

4. Parent all your model pieces to their joints. If you want to parent more than
   one piece to a joint, parent it under the already parented geometry so that no
   joint has more than one geometry piece as a direct child.

5. Select all the joints in the hierarchy by selecting the root joint and
   pressing the button with the command "select -add `DPK_getChs "joint" 1`;"
   (or you can type this command manually).

6. Run "DPK_renameJointMesh;".

5. Type "select -r `ls -tr "*_mesh"`;" to select all your meshes and unparent
   them "Edit->Unparent".

6. With all your mesh pieces selected you can export them into a new scene with
   "File->Export Selection".


- Now you should rig your skeleton with ik/fk etc.


- Importing and parenting the pieces back to the joints

1. Import your file with the geometry you created in the steps above.

2. Select the root joint.

3. Run "DPK_parentMeshToJoint;". Now your animation puppet is ready to be animated.


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If you have any comments or suggestions, please email me at:
daniel@dpk.stargrav.com

Daniel Pook-Kolb
