Total Static Layer Origin by Embedded Script... Clues?

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Rai López
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Total Static Layer Origin by Embedded Script... Clues?

Post by Rai López »

...Well, I've had the idea just now but I really need it... maybe I should try to do it first for myself, but I suppose that I'll need help anyway and well, maybe so I can save some time... Thinking in "hanging_bone" Embedded Script, that makes a bone "look" side down all the time, could be an Embedded Script that maintain the Layer Origin static in the same point all the time? Although the Layer be moved, in example, for a bone influence? Maybe contraresting the movement of the layer could be done, maybe in other more easy way (I hope), I don't know... but the main problem could be cause Origin value is not animatable value, but well, I'm not sure and I put this post here for if someone can help me, CIAO!
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7feet
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Post by 7feet »

Might still work with an embedded script, since it recalculates everything for each frame. If it doesn't involve 3D movements in the layer, should be okay. If it does, that often does some wierd stuff
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Rai López
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Post by Rai López »

Well... Finally I've had to return here asking for some help about this peculiar issue... HELLO 7feet! :) ...I agree with you in the posible weird results, but why specially in 3D movements? If you move the layer in Z axis the Origin should not be afected (in theory), isn't? But well, I can understan that combining 3 axis movements can affect to the distance calcules... Or you are reffering to X/Y Layer Rotations? I have a little cuestion, for get that I want i'd be necessary get the movement of the layer and then contrarest it? (that coud bring all that problems) Or can be posible simply say to the Layer Origin stay totally quiet (in 0, 0 position i.e.) by certain instruction? And another doubth, if finaly it could works, when the Layer be moved but not his Origin, could be any problem about Bone influences, or they be the same that Frame 0 all the time? Hmmm :? , really thousand of promems appears every time we plays to be God/LM...

PS: ...THANKS! (for any help) :)
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