Hi again guys,
Great work Genete! It took me a little while to follow what was going on but eventually I read through the posts and found where you described how to move points -it worked for me!
The only thing though, is that the toggle didn't work. I keep getting an error in my lua console, something like: 44: attempt to index global 'Me' (a nil value) -I don't know what that's about but I can't toggle the script off and the whole project goes all wonky after attempting the toggle. I'm on a Mac and I noticed I had to do one thing in order to get ASP to recognize the script: I had to "get info" on the script, then in the 'name and extension' field remove a tilde (~) that was after the ".lua" part. Before that, ASP wouldn't show the script in the menu.
You guys are gonna hate me after this next part

:
So as some of you may know, I work for a company in New York called Animation Collective and I currently work on 'Speed Racer: The Next Generation'. I've been there for a while, and just about every time I do a freelance gig with ASP, I try to show it to as many of the bigwigs in the office as I can in an attempt to get them to start using ASP for their upcoming projects. I figure that it benefits them (less overhead, faster output, higher quality for their clients and therefore greater credibility for the company I work for), benefits me (more work, higher visibility, upward mobility), and benefits my co-workers (more character animation gigs that stay in-house rather than getting outsourced).
I'm finally starting to get some headway in this area, and I've been fortunate enough to hear about a project that's still in its infancy of development. The director has seen some of my freelance projects and so I asked him if he'd mind if I took a crack at animating one of the characters, and if it worked out then I could build the other characters in ASP. If everything works out then this would, of course, mean more jobs for ASP users when the project finally goes into production!
So the reason I'm bringing all this up on this thread is this: I think this script is a fantastic idea for production since it would be far easier for a newbie to simply move the boneselector around to get a character's head to rotate than it would be to try to do it all with actions. I mean, as a GUI, the pose array script is far superior to actions!
The thing is: lipsync.
I tried a couple of things out tonight and alas, not being a scripter/programmer/coder, I'm at a little bit of a loss, especially since I couldn't get the toggle to work on my machine at home. One of the things I tried (remember I'm mostly coding-illiterate), was to save a copy of the posearray script, but this one had the scripting for fa_meshinstance preceding it. In other words, I tried to mix the two. The hope was that if it worked, I'd be able to create a switch layer with all the mouth phenomes inside it, and all those phenomes would be referencing a duplicate layer outside the switch which would be affected by the posearray script. -Boy, I wish that worked!
Then I tried lipsyncing with actions while the posearray script was running. This kind of worked, except that there was no interpolation between action instances.
So I wonder, Vern you once said:
I've been thinking of something CRAZY. You can get the bone info from a parent layer. With vectors inside a switch you get the parent of a parent. The transformation matrix of a skeleton could technically be applied to the vectors inside the switch. No duplicate needed... I had been thinking about this since discovering how cool the Meshinstnace script is. The original intention of it was to duplicate vector motion. We are using it in a very roundabout fashion to duplicate BONE MOTION.
Wouldn't this be a good or appropriate usage of this idea? To have some kind of duplicate of the bone motion that operates INSIDE a switch layer on the child vector layers, thus enabling lipsyncing with a switch layer while the posearray script is running to rotate the head?
... I told you that you'd hate me after this!
