Search found 21 matches

by jsgreenawalt
Wed Oct 24, 2007 4:45 pm
Forum: Python
Topic: Set bone layer from a Python script?
Replies: 11
Views: 5541

Then I think you missed the "'"-sign, the ps.-part, the part where I helped you and the part where I refer you to something I think you can use and not have to make especially for Blender, make once a .rig-file for Torque and you're done Wink No, I didn't miss it. You sir, are seriously confused if...
by jsgreenawalt
Tue Oct 23, 2007 8:19 pm
Forum: Python
Topic: Set bone layer from a Python script?
Replies: 11
Views: 5541

I made AutoRig not so long ago, does 'exactly the same', jsgreenawalt wrote: The scripts are similar in functionality From what I read really fast on Jeff page -> I disagree... I was just agreeing with what you had said earlier. It seems that you want to argue for some reason? You're only arguing w...
by jsgreenawalt
Mon Oct 22, 2007 7:50 pm
Forum: Python
Topic: Set bone layer from a Python script?
Replies: 11
Views: 5541

The scripts are similar in functionality, but the goal of Jeff's script is a little bit different, since he's going for compatibility between 3ds max, Maya, and Blender. The idea is that anyone who is using one of the three major modeling applications can have access to the same skeleton, and can cr...
by jsgreenawalt
Sun Oct 21, 2007 8:35 pm
Forum: Python
Topic: Set bone layer from a Python script?
Replies: 11
Views: 5541

Thanks for looking Niels. Basically, I'm attempting to help Jeff Gran out with finishing up a blender version of his skeleton generator script http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7792 The idea behind the script is that it can be used to generate skeletons that are ...
by jsgreenawalt
Sun Oct 21, 2007 7:19 pm
Forum: Python
Topic: Set bone layer from a Python script?
Replies: 11
Views: 5541

Set bone layer from a Python script?

I'm trying to find a way to move a bone to a different bone layer via a python script. Does anyone know if this is possible? The docs don't seem to have anything on the subject.
by jsgreenawalt
Thu Feb 23, 2006 8:09 pm
Forum: Python
Topic: Pose module and Action.setActive problem, any workarounds?
Replies: 10
Views: 8838

Yep, I linked to the bug report in the first post. As far as the user count not increasing, I didn't submit a bug report for that because it doesn't really seem to be causing any problems. it's just wierd ;) It might even be by design, since there isn't any way to tell which actions and armatures ar...
by jsgreenawalt
Thu Feb 23, 2006 3:01 pm
Forum: Python
Topic: bone matrices - bind pose <-> current frame
Replies: 30
Views: 19405

Actually, I found out that doing a full scene update: scene = Blender.Scene.getCurrent() scene.update(1) # <- "1" forces a full update seems to avoid the problem for the case where the exporter GUI covers the 3d view temporarily. I didn't bother to test the other case where there is no 3d view at al...
by jsgreenawalt
Thu Feb 23, 2006 10:04 am
Forum: Python
Topic: Pose module and Action.setActive problem, any workarounds?
Replies: 10
Views: 8838

Look under the NLA module in the 2.41 docs: http://download.blender.org/documentati ... pi.tar.bz2. The Action object should be listed there.
by jsgreenawalt
Thu Feb 23, 2006 9:52 am
Forum: Python
Topic: Pose module and Action.setActive problem, any workarounds?
Replies: 10
Views: 8838

On a side note, it would be nice to have some way of determining through the API which action is linked with which objects. The Torque DTS exporter for blender supports the export of multiple armatures. Currenly I have to set each action active on every armature in order to be sure that I've covered...
by jsgreenawalt
Thu Feb 23, 2006 9:42 am
Forum: Python
Topic: Pose module and Action.setActive problem, any workarounds?
Replies: 10
Views: 8838

I did come up with a workaround for this problem. It's pretty ugly, but it's the only solution I can see until the bug is fixed. I'll post a condensed version. Note that this is copied and pasted together from several different functions, so there may be some bits missing. Think of it as pseudo-code...
by jsgreenawalt
Thu Feb 09, 2006 8:16 pm
Forum: Python
Topic: Pose module and Action.setActive problem, any workarounds?
Replies: 10
Views: 8838

Pose module and Action.setActive problem, any workarounds?

Hello all. I've been working on converting the Torque exporter for blender to use the new pose module. The code is largely complete and working except for one little problem. Calling Action.setActive() to cycle through the available actions is corrupting the user count on the actions, causing perman...
by jsgreenawalt
Fri Jan 27, 2006 6:29 pm
Forum: Python
Topic: bone matrices - bind pose <-> current frame
Replies: 30
Views: 19405

Yes, the script GUI will always come up in the scripts window if you launch it from there but if you launch through "File->Export->someexporter" It often turns the 3d view into a script window (if no script window is currently on screen). I guess I could remove the "Group: 'Export'" from the header ...
by jsgreenawalt
Wed Jan 25, 2006 3:17 pm
Forum: Python
Topic: Need access to final calculated bone transforms
Replies: 5
Views: 3967

Yes, I believe they are. I think that if you don't set an active action for your armature it won't work properly.
by jsgreenawalt
Tue Jan 24, 2006 10:04 pm
Forum: Python
Topic: bone matrices - bind pose <-> current frame
Replies: 30
Views: 19405

I ran up against the same problem that Ben was having. I was convinced that the poseMatrix returned was incorrect until I got the idea to try it with a 3d view visible. It is a valid usability concern, especially for exporters with a GUI. I have yet to find a way to control which pane the script GUI...
by jsgreenawalt
Tue Jan 24, 2006 8:02 pm
Forum: Python
Topic: Need access to final calculated bone transforms
Replies: 5
Views: 3967

Here's my latest test script: import Blender from Blender import * arm = Blender.Object.Get('Armature') armData = arm.getData() act = Blender.Armature.NLA.GetActions()['Action'] act.setActive(arm) def getPosesForFrame(frame): print "At Frame %i" % frame Blender.Set("curframe", frame) Blender.Window....