HeyVern's scripts and tools - (focus on bones)
Moderators: Víctor Paredes, Belgarath, slowtiger
Lua is built in to AS. You have the same version as everyone else. In fact the version of lua has not changed since Moho so it isn't that. If there is anyway to post the file you are trying to "flip" the points I can better track down where the problem is occurring.
I've used the "flip bound points" script extensively for several recent very complex character rigs without any problems EXCEPT when i neglected to rename the opposite bones or named them incorrectly. Sometimes I would make a mistake and be just as confused as you are. That is why I would like to see the file.
-vern
I've used the "flip bound points" script extensively for several recent very complex character rigs without any problems EXCEPT when i neglected to rename the opposite bones or named them incorrectly. Sometimes I would make a mistake and be just as confused as you are. That is why I would like to see the file.
-vern
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The only thing you have to do is put the script in the right place.
In the Anime Studio directory is a folder called "scripts". Inside this depending on the version you have would be two or three folders:
utilities (pro and standard)
tools (pro and standard)
menu (pro only)
For tool type scripts like the flip bound points or copy flip bones, they should go in either the scripts/menu folder (pro only) or if you have standard they can go in the scripts/tools folder and the _tool_list.txt file edited to add the name of the tool script as a button:
For the layer type script there is a check box in the layer properies "Embeded script file". These types of scripts are much different than the others. They can effect specific items on a layer on each frame. Most scripts indicate what type they are. I also describe how these scripts should be used in the description for each script.
-vern
In the Anime Studio directory is a folder called "scripts". Inside this depending on the version you have would be two or three folders:
utilities (pro and standard)
tools (pro and standard)
menu (pro only)
For tool type scripts like the flip bound points or copy flip bones, they should go in either the scripts/menu folder (pro only) or if you have standard they can go in the scripts/tools folder and the _tool_list.txt file edited to add the name of the tool script as a button:
Code: Select all
button hv_copyflipbones ...
-vern
- Barry Baker
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Hey Vern,
I've been making good use of your fantastic bone scripts for renaming, copying and flipping rigs. They save loads of work! I like them so much I created icons for some of them. Here they are:
hv_copybones
hv_copyflipbones (I also use this for hv_flip_points_h)
hv_bonerenamer (I know it uses a word, so it's not strictly an icon - but what the hell?)
There is just one thing about all the scripts that I don't understand. Clicking on the tool icon calls up the requester, as expected, for each of the functions, but once the button has been clicked (eg. "OK") it carries out the function (eg. renaming bones) then the requester reappears. This confused me at first as I didn't know whether it had done its work, and resulted in lots of bones with double extensions (arm1_right_right). So now I cancel the 2nd appearance of the requester.
However, after dismissing the 2nd requester, Anime Studio doesn't react to the next mouse click on the interface, so I have to click a 2nd time to bring it back to life. Is this behaviour peculiar to my system, or is it a bug in the scripts?
I've been making good use of your fantastic bone scripts for renaming, copying and flipping rigs. They save loads of work! I like them so much I created icons for some of them. Here they are:
hv_copybones
hv_copyflipbones (I also use this for hv_flip_points_h)
hv_bonerenamer (I know it uses a word, so it's not strictly an icon - but what the hell?)
There is just one thing about all the scripts that I don't understand. Clicking on the tool icon calls up the requester, as expected, for each of the functions, but once the button has been clicked (eg. "OK") it carries out the function (eg. renaming bones) then the requester reappears. This confused me at first as I didn't know whether it had done its work, and resulted in lots of bones with double extensions (arm1_right_right). So now I cancel the 2nd appearance of the requester.
However, after dismissing the 2nd requester, Anime Studio doesn't react to the next mouse click on the interface, so I have to click a 2nd time to bring it back to life. Is this behaviour peculiar to my system, or is it a bug in the scripts?
This is an odd behavior of the program. I don't know why it happens. It does not happen if the "buttons" are installed as "menu scripts". I don't know why the other buttons don't do the same thing. I am almost sure it is a mistake I made in the code somewhere I've just never been able to track it down.
I LOVE those icons by the way! Thanks for that they look great.
p.s. AS 6 can copy/paste bones... however it can't "scale" them when duplicating. So I think my script is still useful.
-vern
I LOVE those icons by the way! Thanks for that they look great.
p.s. AS 6 can copy/paste bones... however it can't "scale" them when duplicating. So I think my script is still useful.
-vern
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Hey Vern!
Haven't talked in a while, no? Anyway I've got a little bit of a problem: I'm using ASPro 6 and I'm having trouble using the copy/flip bones script. It doesn't work and the error message I'm getting is "193:attempt to index local 'parentbone'(a nil value)"
I realize that AS6 copies and pastes bones but it doesn't flip them and I need to flip bones for what I'm doing. -Do you have an update to the script which will work on ASPro 6?
Thanks,
S
Haven't talked in a while, no? Anyway I've got a little bit of a problem: I'm using ASPro 6 and I'm having trouble using the copy/flip bones script. It doesn't work and the error message I'm getting is "193:attempt to index local 'parentbone'(a nil value)"
I realize that AS6 copies and pastes bones but it doesn't flip them and I need to flip bones for what I'm doing. -Do you have an update to the script which will work on ASPro 6?
Thanks,
S
Hi Vern
Thanks for all these great scripts and keeping them organised and up to date.
Unfortunately for me I haven't been able to get any of them to work of the three I've tried so far. I'm using ASP 6.2 on Linux.
hv_copybones and hv_copyflipbones both produce the same lua console errors: [script filepath]:attempt to call a table value.
Save bones crashes ASP.
I've tried this on frame zero and other frames and I've tried with my own anme file as well as the ASP 6 start up file.
Any suggestions?
Thanks for all these great scripts and keeping them organised and up to date.
Unfortunately for me I haven't been able to get any of them to work of the three I've tried so far. I'm using ASP 6.2 on Linux.
hv_copybones and hv_copyflipbones both produce the same lua console errors: [script filepath]:attempt to call a table value.
Save bones crashes ASP.
I've tried this on frame zero and other frames and I've tried with my own anme file as well as the ASP 6 start up file.
Any suggestions?
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Is this working on AS 7?
Is this working in AS 7 Pro. I tried using this script but some of the animation cannot be loaded. I can't figure out what's the problem. Please help.
anime studio for games....
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Load Animation Script
Hi Vern
Love the Load/Save Animation scripts, but do you think there is a way to modify the Load Animation Script to load the animation to the current frame location on the timeline as frame 1 from the save animation, rather than just loading it in to the exact frames it was save from?
thanks
J
Love the Load/Save Animation scripts, but do you think there is a way to modify the Load Animation Script to load the animation to the current frame location on the timeline as frame 1 from the save animation, rather than just loading it in to the exact frames it was save from?
thanks
J
Re: Load Animation Script
Vern hasn't been on this forum for over a year -- maybe two.amanandink wrote:Hi Vern
Love the Load/Save Animation scripts, but do you think there is a way to modify the Load Animation Script to load the animation to the current frame location on the timeline as frame 1 from the save animation, rather than just loading it in to the exact frames it was save from?
thanks
J
You can't have everything. Where would you put it?