Rudiger wrote:Thanks for the tips. Everything now works perfectly.
I have one more suggestion for improvement, but feel free to ignore it, as it already works great how the way it is. It would be great if ge_bones_for_shapes.lua checked for existing bones with the magic naming first and added bones only for new shapes. At the moment you either have to add the bones for new shapes manually or start from scratch. Like I said, it's only a a very minor wish, and not worth spending any great amount of time on.
Anyway, thanks again for this awesome script.
I though on that from the beggining but during script develpment I only focus on if it works. Now that I know it works I can do that with the automatic creator of bones. It wouldn't be so difficult.
The problem is that if you have altered the shape order using bones position, then the bones names have changed also. Running the script again would move the bones altering their Y position what can confuse a lot to the user. Even I don't know what would happen if I run the script meanwhile the embedded scritp still being embedded... I have to check if it works.
One more thing: If you add a new orphan shape and still using the embedded script then you would mess up all the shapes - bones relationship. Finally the script don't know what is doing... So, if you're editiong the model then you should un embed the script, run the bone adder script (the improved one) and embed again the script. If not it would be a problem.
Imagine that you have two shapes (internal ID are 0 and 1, that is its order also). Then you add an new shape and place it at the bottom of the stack (becomes shape ID=0). How can the script know what bones have to respect the names? Probably the added bone would be for the last number (i nthis case numbre ID=3)... Difficult to predice.
As I said it is better not touch the Raise up or Lower down buttons or their relative menu entries if you use the embedded script.
It would be a great inprovement that you fix the bones at any time as if they were part of any kind of property of the shapes... I have to think about it. This would change the shapes sort concept, though.
Added to the TODO list.
Thanks Rudiger!
Cheers!
PD: I think it could be better that the script erases any specially named bone in the skeleton and add new ones for all the shapes. It would save some time to the user and wouldn't allow the user make strange things with more shapes than allowed. Maybe I change the embedded script to don't allow shape order if there is not exact same number of bones than shapes. It would prevent for weird things.