Installs a button for baking keyframes. Is useful for converting animations controlled by command scripts to keyframes. Command script controlled animations don't render and this fixes the problem.
Usage:
Right click the button to open the panel where the delay value can be set. Set it large enough so that any scripts have time to run before a key is set.
The main reason this script was created was because the constraint scripts give errors when you try to render the d3d view to a sequence while they are active.
Script for transferring the camera FOV to an objects position, rotation and scale.
Usage:
Now when the scene is exported to collada format the object's transforms will hold the FOV animation for the camera. Rotate X will hold the fov in degrees. Scale X and Translate X will hold an After Effects compatible zoom value. Translate X is only valid if imported with a scale of 1 and the After Effects zoom is via pick whip and multiply by the composition height. If pick whip on scale also divide by 100 since AE converts scale 0-1 to 0-100.
Note: The collada exporter exports the camera fov from model space values and ignores the work space fov value.
Script for creating morph targets or vertex animation from a workspace cloth simulation. The vertex animation also requires a python script available here. Right click to save the script. It can be saved to "C:/trueSpace761/tS/PythonScripts", but the location does not really matter.
Installer creates a button that runs the script in the panel view.
Click this for the first part of the video demonstration for vertex animation(wmv, 4:00, 3.5Mb).
Click this for the second part dealing with morph animation(wmv, 4:52, 3.9Mb).
Follow the link above to go to the constraints page. Has translation, rotation and general constraints for using one object to control another. WMV videos on the page demonstrate their use. Use the bake keyframes script above and remove any constraints before rendering the d3d view to an animation.
Script for controlling the orientation of joints in a skeleton. The script creates a mesh that indicates the orientation of the selected joint. Change the orientation of the helper mesh and then use the second part of the script to transfer the changes to the joint.
Use on an unskinned skeleton, otherwise the skin will deform. It's best to use this tool before skinning.
To use on a skinned character(assuming uv set 2 is free):
The standard 3d colors will make a helper mesh where x=red, y=green and z=blue.
Version 2.0: Works with joints at the end of a chain and added a third button for setting all the rotations of a skeleton to zero.
Version 2.0.1: Just added some feedback to the status line and a finished message. No functional changes
Installer creates a button that runs the script in the panel view.
2 part script for transferring a lights spot angle and color to an objects position, rotation and scale. One script goes inside the light. The other resides at the scene level.
Usage:
Now when the scene is exported to collada format the object's transforms will hold the cone angle and color animations for the light. Rotate X will hold the spot angle in degrees. Scale XYZ and Translate XYZ will hold the color values. Translate X is only valid if imported with a scale of 1. If pick whip on scale in After Effects then divide by 100 since AE converts scale 0-1 to 0-100.
Parenting and Unparenting button installer. Script adjusts the child object's matrix to maintain relative position and then connects the world matrix of the parent to the owner matrix of the child object.
Usage:
To parent choose all the children and then the parent in the 3D view and use the left mouse to push the button. To unparent choose the child and push using the right mouse button.
Button installer for a panel used to move the pivot of an object to the center of a point edit selection. Use the script to save a PE selection and then move the pivot to the same location as the previous selection.