Search found 107 matches
- Mon Mar 21, 2016 12:33 pm
- Forum: Scripting
- Topic: Saving tool button states when switching between tools?
- Replies: 3
- Views: 1648
Re: Saving tool button states when switching between tools?
yes. load and save prefs for example function HS_Real_Time:SavePrefs(prefs) self.useIK = prefs:GetBool("HS_Real_Time.useIK", true) self.boneFBF = prefs:GetBool("HS_Real_Time.boneFBF", false) end function HS_Real_Time:LoadPrefs(prefs) prefs:SetBool("HS_Real_Time.useIK",...
- Mon Mar 21, 2016 11:40 am
- Forum: Scripting
- Topic: Saving tool button states when switching between tools?
- Replies: 3
- Views: 1648
Saving tool button states when switching between tools?
When I have for example a checkbox in my tool top bar, its value gets reset when I switch to another tool and back.
Is it possible to save this state so that the value stays the same even if I switch to other tools inbetween?
Is it possible to save this state so that the value stays the same even if I switch to other tools inbetween?
- Mon Mar 21, 2016 12:19 am
- Forum: Scripting
- Topic: Copying/moving keyframes within the same layer channel?
- Replies: 17
- Views: 5710
Re: Copying/moving keyframes within the same layer channel?
Ooh thanks! The animestudioscripting.com didn't have this, but then again, it says there it's for version 10. (or if it did, then I missed this) Thanks again!
synthsin75 wrote:Get key interpolation:
Code: Select all
local Interp = 0 local ch = moho.layer.fTranslation ch:GetKeyInterp(moho.frame, Interp)
- Sun Mar 20, 2016 11:31 pm
- Forum: Scripting
- Topic: Script for lip sync I'm working on
- Replies: 52
- Views: 30091
Re: Script for lip sync I'm working on
Oh btw, did you ever update the script with the consonant-length-thingy you mentioned somewhere earlier?
- Sun Mar 20, 2016 11:09 pm
- Forum: Scripting
- Topic: Copying/moving keyframes within the same layer channel?
- Replies: 17
- Views: 5710
Copying/moving keyframes within the same layer channel?
I thought I'd write a tool to easily cut and insert "time" so that you could drag the tool and add/remove the corresponding amount of frames. This means moving around keyframes. Is there a way to do this easily? The current scripting interface doesn't provide a way to read the interpolatio...
- Sun Mar 20, 2016 8:50 pm
- Forum: Scripting
- Topic: Getting position for bone that's moved by other bones
- Replies: 7
- Views: 2425
Re: Getting position for bone that's moved by other bones
Anyone who looks for answer to this, here's how you do it. This function returns the position of the bone in the current layer coordinates. If you want global coordinates, there's a change in the Transform-sentence at the end, just switch from GetLayerTransform to GetFullTransform and add moho.docum...
- Sun Mar 20, 2016 8:47 pm
- Forum: Scripting
- Topic: Coordinates of the tip of the bone
- Replies: 20
- Views: 5058
Re: Coordinates of the tip of the bone
Thanks! Got it to work now, here's the resulting script: http://www.lostmarble.com/forum/viewtopic.php?f=12&t=29029 My biggest mistake, however was that I went through the fMovedMatrix recursively. You only need to read the fMovedMatrix from the first parent. That matrix includes all the transfo...
- Sun Mar 20, 2016 8:26 pm
- Forum: Scripting
- Topic: Walk tool BETA
- Replies: 0
- Views: 1946
Walk tool BETA
Hey! Here's a BETA version of a tool that I wrote. This makes it incredibly fast to attach walk cycles to floor. You load a walk cycle, then give this tool heel/toe bone to follow and it moves the Bone layer to counter the bone base movement. Result is that the bone appears to be locked during the s...
- Fri Mar 18, 2016 11:00 pm
- Forum: Scripting
- Topic: Coordinates of the tip of the bone
- Replies: 20
- Views: 5058
Re: Coordinates of the tip of the bone
I'm trying to use the coordinates of the bone to move the same Bone layer accordingly in opposite direction so that the bone tip appears to stay still ok so you want to translate the bone layer? (and not move the camera?) and it's all in just the x/y plane? This is correct. Well, it would be a plus...
- Fri Mar 18, 2016 10:44 pm
- Forum: Scripting
- Topic: Two scripts for you: "Maintain pose" and "Toggle visibility"
- Replies: 24
- Views: 8070
Re: Two scripts for you: "Maintain pose" and "Toggle visibil
Here's code that gets both next and last keyframe (point motion here), whether the current frame is keyed or not: local pos = 1 local neg = -1 local frame = moho.frame local ch = moho.layer:Channel(2, 1, moho.document) if (ch:GetKeyWhen(ch:GetClosestKeyID(frame)) ~= frame) then neg = 0 end local ne...
- Fri Mar 18, 2016 3:20 pm
- Forum: Scripting
- Topic: Coordinates of the tip of the bone
- Replies: 20
- Views: 5058
Re: Coordinates of the tip of the bone
this is why I said what I said about frames of reference. where in the hierarchy is the layer in which you want to use the calculated coordinates? e.g. Bone <-- calculate here >vector Group >vector <-- use here? fPos as stored is not changed when the layer / camera transforms change but the place o...
- Fri Mar 18, 2016 2:01 pm
- Forum: Scripting
- Topic: Coordinates of the tip of the bone
- Replies: 20
- Views: 5058
Re: Coordinates of the tip of the bone
Try this... ... this will give "world" coordinates of the tip in the same transform space as the bone -- IOW the vector layer in which the coordinates will be at the tip needs to be a child of the bone layer. By using your code and mixing it with another example I found, I'm now so far th...
- Fri Mar 18, 2016 12:58 pm
- Forum: Scripting
- Topic: Coordinates of the tip of the bone
- Replies: 20
- Views: 5058
Re: Coordinates of the tip of the bone
Try this... local i local vec = LM.Vector2:new_local() local tip = LM.Vector2:new_local() local angle, scale local bone, boneId local parent local pAngle boneId = moho:Skeleton():BoneID(bone) vec:Set(bone.fPos) angle = bone.fAngle length = bone.fLength scale = bone.fScale parent = bone.fParent pAng...
- Fri Mar 18, 2016 12:11 pm
- Forum: Scripting
- Topic: Getting position for bone that's moved by other bones
- Replies: 7
- Views: 2425
Re: Getting position for bone that's moved by other bones
Temporarily select the frame, get the .fPos, and select the original frame again. Thanks for the idea! I tried this, but this doesn't return the absolute position of the bone either. It also only returns values if the bone is animated with keyframes: for i = newStartFrame, newEndFrame do moho:SetCu...
- Fri Mar 18, 2016 4:03 am
- Forum: Scripting
- Topic: Getting position for bone that's moved by other bones
- Replies: 7
- Views: 2425
Re: Getting position for bone that's moved by other bones
Here's modified code that I found on the forum. It should do something like what I'm trying to achieve: when you give it bone and atFrame, it should calculate the position of the bone at that frame. But bone base coordinates (vec1) doesn't seem to return anything and bone tip (vec2) coordinates are ...