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Thanks Mike Green

Posted: Mon Feb 15, 2010 7:22 pm
by super8mm
What's could Mike Green's script be used for, I asked myself when I first used it. Two bones from different layers doing the same thing seemed useless considering they are both in the same group. Then I discovered tonight a most interesting way to implement it.

If you have a character that has parts that need to change like the hands you just make a switch layer and change them as you need, but if you need to change something like the art for changing the angle of the torso you can create the bone rig in the switch layer but then you would have to make hand and feet etc. in each switch. If you want 4 or 5 different switches for the torso it can get complicated.

Duplicating the bone rig from the switch to a bone layer that's its parent layer and adding the script to the switch layer.

Double click the switch layer>Check Embedded script file>Select the file
mg_bone_parent_master.lua

For it to work properly you need to select all the switch layers that imitates the master bone then the top menu>Bone>Release Layer.

Every bone in that layer will do the same as the bone layer above it as long as those bones have the same names. The bone layer affects all the layers that aren't in the switch including the feet and hands etc.

In effect this circumvents the restriction of a switch's bone limits.

I made a simple example file where the body changes in the switch that is rigged and the bone layer can control everything else.

http://www.mediafire.com/?t4z4wmzftd0

Posted: Tue Feb 16, 2010 5:49 am
by VĂ­ctor Paredes
It's a great script I haven't seen. Thanks for sharing.

Posted: Sat Feb 20, 2010 5:00 pm
by Dodgy
Thank you for the thank you :)

It's a function I find so useful in LightWave, but we don't have it in AS. It's easier in LW in fact as you just select the mesh, and choose to 'Use Bones From' another mesh, you don't need to copy and paste bones at all.