I have personally started following this policy of enveloping to nulls which I constrain to things because I've found if I change my mind about a setup I can always reparent some nulls and it's less work than removing deformers or transplanting weighting.
On Fri, Aug 17, 2012 at 10:05 AM, Kris Kelly <[email protected]>wrote: > 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 >> >> >> > > >

