fabiana opened this issue on Jun 09, 2012 · 9 posts
shvrdavid posted Sun, 10 June 2012 at 4:05 PM
Its not really that hard to do at all.
Like Bejaymac said, each body part that is affected has to have its own file to inject a new channel into the character. If you get creative with the readscript files, you can call the same channel injection file for all of the body parts.
It would look something like this:
Quote - {
version
{
number 6
}
targetGeom Your Channel Name
{
name Your Morph Name
initValue 0
hidden 1
forceLimits 1
min 0
max 1
trackingScale 0.01
keys
{
static 0
k 0 0
}
interpStyleLocked 0
indexes 0
numbDeltas 0
deltas
{
}
blendType 0
}
}
This will inject a blank channel for your morph.
Then you have to add it to where ever you want it to appear in the parameters pane.
Quote - {
version
{
number 6
}
groupNode (Whatever group you want, there is a community group as well)
{
collapsed 1 (0 will open it)
parmNode Whatever you called it in the first one (morph name)
}
}
}
You also have to inject the morph into the channel.
After you have all of the files written and put in the appropriate directories you need to load all of them in one click.
All of this can be done with a readscript file that calls them in order.
Quote - {
version
{
number 6
}
readScript ":Runtime:libraries: ..... File 1"
readScript ":Runtime:libraries: ..... File 2"
readScript ":Runtime:libraries: ..... File 3"
}
This file can be broken down into body parts as well since all it is doing is calling external files which will be executed one at a time.
Hope I did not miss anything.
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