-- filein "X:/wildwest/script/3dsMax/Characters/Rigging/SaveAndLoadFullSkinningData.ms" --script to save and load both bone data and vertex weighting onto or from a selection of meshes. filein "rockstar/export/settings.ms" -- This is fast -- Figure out the project theProjectRoot = RsConfigGetProjRootDir() theProject = RSConfigGetProjectName() theWildWest = RsConfigGetWildWestDir() theProjectConfig = RsConfigGetProjBinConfigDir() filein (theWildWest + "script/3dsMax/_common_functions/FN_RSTA_Rigging.ms") if theProject != "gta5" then ( messagebox ("This script is being run from the gtaV tools. Please run from "+theProject) ) else ( if ((skinningInputOutputGUI != undefined) and (skinningInputOutputGUI.isDisplayed)) do (destroyDialog skinningInputOutputGUI) global skinningInputOutputGUI = undefined ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ -- if ((skinningInputOutputGUI != undefined) and (skinningInputOutputGUI.isDisplayed)) do -- (destroyDialog skinningInputOutputGUI) rollout skinningInputOutputGUI "Bone I/O" ( button btnOutput "Save Skinning" width:110 button btnInput "Load Skinning" width:110 on btnOutput pressed do ( if selection.count == 0 then ( messageBox ("Please pick your geometry.") beep:true ) else ( selA = selection as array for i in selA do ( rsta_savePerComponentSkinning i ) ) ) on btnInput pressed do ( -- runInput() sela = selection as array if sela.count >= 1 then ( for a = 1 to sela.count do ( rsta_loadPerComponentSkinning sela[a] ) ) else ( messagebox "Please select your meshes." ) select sela ) ) CreateDialog skinningInputOutputGUI width:125 pos:[1450, 100] )