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BlendShape Combination System

Current Version: 1.3.3

Last Change: Sep 08, 2017

Attribute Combination System

Current Version: 1.08

Last Change: Mar 30, 2015

AnimUI

Current Version: 2.1.8

Last Change: Mar 30, 2011

:: News ::

Updated: DPK_delHistoryPreserveBlendShape

posted by danielpk on 11-16-2003 17:28

Once more some script news.

Based on the suggestions made in this thread from Jason Schleifer's "Jonh And His Dog Production Forum" I updated my MEL script DPK_delHistoryPreserveBlendShape.mel so that you can now delete the history and keep more than one Blend Shape node.

This can be very helpful when you have blend shapes on several separated pieces of a model and don't want to loose everything once you combine them into one model. In this situation the workflow would be:

  • With the model separated in the different parts (e.g. head, arms, legs, etc...) create the necessary blend shapes for them.
  • Combine all the parts and merge vertices (make sure history is on).
  • Using DPK_delHistoryPreserveBlendShape.mel you can now delete the history without loosing a single blend shape. :)


As always, the all_in_one package has also been updated. :blink:


Daniel

New Script: DPK_flipCurves.mel

posted by danielpk on 11-13-2003 20:37

Today, the topic of mirroring SDKs came up again and I thought about my script (DPK_mirrorSDK).

I realized that, after copying the SDKs to the other side, they may need to get flipped. This depends on several factors, so I didn't implement it in the scripts yet. Instead I just scaled all the "wrong" animation curves by selecting the keys (e.g. all rotateZ curves of the joints) and typing "*=-1" in the value field in the Graph Editor.

This, of curse, didn't work too well with fine-tuned SDK curves because some tangents were not adjusted correctly after the flip. Also the process of selecting all the rotateZ curves of 20 joints was very time consuming (especially in Maya 4.5).

So, in short, I wrote a little MEL script for it. :)

It is called DPK_flipCurves.mel and is available under Scripts in the "MEL Scripts :: Experimental" section.


Cheers,

Daniel

Updated: DPK_combinationSystemUI

posted by danielpk on 10-28-2003 23:04

Hey all,

just updated the DPK_combinationSystemUI script. There was a minor bug with the "tweak-mix" window. The "default mix based on combinations" was working only if there were no other objects in the scene that had the same name as the included combis. :push:

Just download the latest version and replace all your "old" files with the new ones. Then everything should be working correctly.

Btw. the all_in_one zip is also updated, of course.


Sorry for the inconvenience. :embarrest

Daniel

Updated: DPK_combinationSystemUI

posted by danielpk on 10-25-2003 08:29

Hello there!

The combination-sculpting script has got some updates. Now there's a help and a nice new feature: "Tweak Mix". It really speeds up the combi building.

You can get to it in the right-click context menu in the (third) list with the combinations. It opens a new window where you can "re-mix" your combi, allowing you to create dominant/semi-dominant targets in no time. More info in the help... :)


Daniel

Down Time

posted by danielpk on 10-09-2003 09:35

Sorry for the down time yesterday.

The site was moved to a new server and there were "some" problems which should now be solved.

Hope everything is working again.

Daniel


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