So I have a character that is skinned and has skin morphs all set up for it.
I have a need to make the morphs for several characters early on in a production, but the topology could change. Because of this I started writing a script that could batch process the morphs again on a character.
The way it works is
Skinwrap the new mesh to the old one with the morphs on it
Go through the morphs, snapshoting a new target mesh out
Add skinning and skinmorph to my new mesh
Go through my list of morphs from my original character, rebuilding my morph targets back into skinmorph.
Problem is it seems to only let me do the create morph call on the first morph. If I have say a list of 4 morphs in a bone, it won't get past the first morph. You can simulate this my doing it on your own with the create morph call
$.modifiers[#Skin_Morph].skinMorphOps.createMorph $FighterKeyedRLeg1(This being your bone)
Works great once, but won't work again. You can hit the create morph button though and that works fine.
On a side note, what is the call to get the direction if the bone. I can get the angle with
$.modifiers[#Skin_Morph].skinMorphOps.boneGetMorphAngle BoneName morphID
But how Do I get the rotation of the bone if I need a morph for leg forward, and side, and back and rotation
Would it be
$.modifiers[#Skin_Morph].skinMorphOps.boneGetMorphParentTM BoneName MorphID
Thanks and any help would be greatly appreciated.