OK the backup is already done. I think that all the scripts MUST be pasted in the post itself instead of place a link to an external file. Anyone who would use a script should know how to save the portion of text and give it the proper name.
Darthfurby wrote:Genete: Here is my proposal: I will create a pose bones head turn model of your choice from any character in my gallery, AND make a video tutorial/promotional video about the script, if you can fulfill my feature request, which is this:
Your models are lovely Darth but I prefer to use a simpler model. Maybe something like the one that chuky did recently. It wouldn't be hard to me to create the model in the needed poses. I take your proposal to create a video tutorial, though.
Darthfurby wrote:The ability to key/adjust the pose bone and point motion at the same time anywhere on the timeline, including the following channels:
Point Motion, Selected Point Motion, Point Curvature, Selected Point Curvature, Fill Color, Selected Fill Color, Line Color, and Selected Line Color.
I don't know if it's possible, but I'd love to see it happen.
Point Motion and Selected Point motion: what do you exactly mean with selected point motion? are you suggesting that the script would only take care of the selected points when it runs? Mmm it is a good idea but I don't see any application on it for the moment. It is just another
if then condition so it is not difficult to do. If no point is selected then it should consider that all they are affected as it works now.
Point Curvature and Selected Point curvature : It is possible too and easy to implement because the interface is related to the Curve Object (easy to obtain from the script interface). The problem is that I've not tested if the interface would change the object value (curvature) without add any keyframe or it would add a keyframe every time the function is called.
Fill Color and Selected Fill Color, Line Color and Selected Line Color: Current interface would allow access those animated channels by the Style property of each shape (outline or fill) but I think that you only can select a shape a time. Using fazec's tools you can select several shapes at once but only the first is affected by the modifications you do by the style palette. Anyway I would try it. Also I don't know if the script interface would produce a keyframe or simply would modify the value during time.
Regarding to:
The ability to key/adjust the pose bone and point motion at the same time anywhere on the timeline
I guess you want this work flow:
1) Setup the poses.
2) Place interpolated poses along the time using bone motion.
3) Refine it using point motion AFTER the pose bone motion is FIXED. This is important. If you don't have clear which are the final bone poses and you modify the middle interpolations using direct point motion (don't know how now but suppose you can) then it would be a nightmare if you modify the bone poses again and want to remove the point adjustments.
It is similar to point fixing after a normal bone movements. If you fix the point motion according to a resulting bone motion then it would not be good if you modify the bone motion (make it faster for example) because the point motion wouldn't follow. You have to re-adjust it again.
If you agree with this work flow I can implement a variable that would let you produce a keyframe on the current frame with the actual interpolation values. That variable can be toggled by an external script using a button.
So the work flow would be:
1) Setup the poses.
2) Place interpolated poses along the time using bone motion.
3) Refine it using point motion AFTER the pose bone motion is FIXED:
3.1) Go to the frame where the interpolation did a bad job.
3.2) Produce a point motion keyframe at that frame using the current values of the interpolated mesh.
3.3) Next time the embedded script runs when the time cursor is placed where a point motion keyframe is, the script would be internally disabled (you can freely adjust the point motion using standard tools).
There is a problem with this work flow, though. When the time cursor stay on a frame where there is not a keyframe the script would produce directly the original interpolation so if you are not careful you can produce point motion steps interpolations. This can be solved if any frame (or set of frames) you correct using point motion has a untouched keyframe before and after the touched frame(s). The user should take care on make the interpolation smooth between the touched and the untouched keyframes.
Does it make sense?
-G