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
>>
>>
>>
>
>
>

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