Mathieson
12-30-2007, 05:25 PM
I need to use save/load animation on some character rigs but some tracks are not transferring to the new rig properly because they haven't been animated, only the value has been changed on the controller.
I have made a script that goes through every controller in the scene and sets keys on the first and last frame of the time bar. This is transfers the animation perfectly, but of course there are roughly 14,000 controllers being collected and keyed resulting in file sizes to jump and most of these controllers don't need to be keyed in the first place.
I am now trying to use subAnims to recursively cycle through specified areas of the object to collect fewer controllers. The problem I am running in to is that it seems I cannot access subAnims stored inside custom attributes because, of course, the custom attributes are not being recognized as subAnims. Basically, the ca def is acting like a wall keeping me from getting inside.
I am currently setting up a 2nd function to check if there are defs and if there are then to start the process again on the ca def. But, I am expecting this will start getting messy in the code and will definitely be inefficient since this check would have to happen on every subAnim.
Can anybody think of an easy way to get around this or an alternate method of collecting controllers I could try?
I have made a script that goes through every controller in the scene and sets keys on the first and last frame of the time bar. This is transfers the animation perfectly, but of course there are roughly 14,000 controllers being collected and keyed resulting in file sizes to jump and most of these controllers don't need to be keyed in the first place.
I am now trying to use subAnims to recursively cycle through specified areas of the object to collect fewer controllers. The problem I am running in to is that it seems I cannot access subAnims stored inside custom attributes because, of course, the custom attributes are not being recognized as subAnims. Basically, the ca def is acting like a wall keeping me from getting inside.
I am currently setting up a 2nd function to check if there are defs and if there are then to start the process again on the ca def. But, I am expecting this will start getting messy in the code and will definitely be inefficient since this check would have to happen on every subAnim.
Can anybody think of an easy way to get around this or an alternate method of collecting controllers I could try?
