View Full Version : rotating viewport and rigging

06 June 2003, 07:23 PM
I would like to know if exists or if anyone could make a script that does :

1) enable rotate viewport, pan or zoom doesn't deselect the current command, like poly cut, paint weights, etc (make holding a key and lef clic, right clic...)

2) something to make quick the morph angle,.. like

1) select the bone
2) animate 90 deg.
select the portion of vertex of the skin that will be affected
3) run script
4) press a "define morph angle"button
> then automatic add a stack button from 0 animation, add a edit mesh, you edit the shape you want, and when press ok automatic add stack from frame 50 for example and delete edit mesh,I guess, it would me much more easier to rig joints...

thanks in advance:beer:

07 July 2003, 11:56 AM
You do know that the "Skin Modifier" already has a "Morph Angle Deformer" built into it that does what you are asking, in Max 5 and up.

07 July 2003, 07:41 PM
yeah, I know, but doing all this steps every single joint or something is a pain.. could have some tool to improve the speed workflow of that anyway
thanks for you reply Michael
ps; the first head tutorial I've tried was yours :buttrock: :)

07 July 2003, 07:55 PM
Yeah well that thing also has some limitations and such as well. I could see some tool simplifying the process...but you really do have to have it setup kind of as it is, with one per bone... I mean you want a certain morph is joint A changes, and then other stuff for jouintB etc.... I could see some simpler layout thogh where it is like all bones in a list, and then you could define a list or sequenec of targets for each bone...and then a graph curve defining the morph value of the sequence as the rotation changes...that would be pretty nice and easy actually....

CGTalk Moderation
01 January 2006, 12:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.