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
> 
> 
> 
> 

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