Cheers Ronald. I may be wrong......
but I think it would be better if the new nulls created became part of the character/scene rather than generated every time character export to engine. Kris On 17 Aug 2012, at 14:40, Toonafish wrote: > Couldn't you just give the Nulls identical names to the deformers, and then > simply load a previously saved envelope ? > > - Ronald > > On Fri, Aug 17, 2012 at 1:14 PM, Kris Kelly <[email protected]> wrote: > Hi Guys, > > > Has anyone any experience in transfering the weight map properties of a > deformer to a another object (null) using python?? > > > I am exporting animation and mesh to a Our Engine on the iPad. > > > Created this so far, > > > root = Application.ActiveProject.ActiveScene.Root; > > for deformer in Application.Selection: > nullName = deformer.Name > null = root.AddNull( nullName + "_bn" ) > null.kinematics.AddConstraint( "pose", deformer, 0) > > > > At the moment the character is enveloped to the Deformers and weights have > been painted with great detail. When the script creates the nulls > based on the deformers to export to the engine with animation, I would also > like to transfer the weight map to them automatically so I dont have to > reskin. > > Does anyone know how to do this or where I should start to look.... Python > amature. :) > > Any help is appreciated. > > Thanks > > Kris > > > >

