-- jointArray = #( -- "SKEL_ROOT", -- "SKEL_Spine_Root", -- "SKEL_Spine0", -- "SKEL_Spine1", -- "SKEL_Neck_1", -- "SKEL_Head", -- -- "SKEL_Head_NUB", -- "SKEL_R_Clavicle", -- "SKEL_R_UpperArm", -- "SKEL_R_Forearm", -- -- "SKEL_R_Forearm_NUB", -- "SKEL_L_Clavicle", -- "SKEL_L_UpperArm", -- "SKEL_L_Forearm", -- -- "SKEL_L_Forearm_NUB", -- "SKEL_PelvisRoot", -- "SKEL_Pelvis1", -- "SKEL_Pelvis", -- "SKEL_Tail_01", -- "SKEL_Tail_02", -- "SKEL_Tail_03", -- "SKEL_Tail_04", -- -- "SKEL_Tail_04_NUB", -- "SKEL_R_Thigh", -- "SKEL_R_Calf", -- "SKEL_R_Foot", -- -- "SKEL_R_Foot_NUB", -- "SKEL_L_Thigh", -- "SKEL_L_Calf", -- "SKEL_L_Foot" -- -- "SKEL_L_Foot_NUB" -- ) -- fn buildBoneList = -- ( -- for o in objects do -- ( -- if (substring o.name 1 5) == "SKEL_" do -- ( -- nameLength = o.name.count -- if (substring o.name (nameLength -3) 4) != "_NUB" do -- ( -- appendIfUnique jointArray o.name -- ) -- ) -- ) -- ) fn ninetyRot = ( jointArray = #() for o in objects do ( if (substring o.name 1 5) == "SKEL_" do ( nameLength = o.name.count if (substring o.name (nameLength - 3) 4) != "_NUB" do ( appendIfUnique jointArray o.name ) ) ) animationRange = interval 0 (jointArray.count * 55) -------------------------------------------------------------------------------------------------------------------------------------------- frameA = -50 frameB = -45 frameC = -40 frameD = -35 frameE = -30 frameF = -25 frameG = -20 frameH = -15 frameI = -10 frameJ = -5 frameK = 0 for a = 1 to jointArray.count do ( thisJoint = getNodeByName jointArray[a] frameA = frameA + 55 frameB = frameB + 55 frameC = frameC + 55 frameD = frameD + 55 frameE = frameE + 55 frameF = frameF + 55 frameG = frameG + 55 frameH = frameH + 55 frameI = frameI + 55 frameJ = frameJ + 55 frameK = frameK + 55 --now we need to do a 90 degree rotation on X for frameA etc etc sliderTime = 0 --get the rotations in the bind pose initX = in coordsys parent thisJoint.rotation.controller.X_Rotation initY = in coordsys parent thisJoint.rotation.controller.Y_Rotation initZ = in coordsys parent thisJoint.rotation.controller.Z_Rotation set animate on sliderTime = (frameA - 5) --this sets us a 'bind' pose so everything is zeroed out in coordsys parent thisJoint.rotation.controller.X_Rotation = initX in coordsys parent thisJoint.rotation.controller.Y_Rotation = initY in coordsys parent thisJoint.rotation.controller.Z_Rotation = initZ sliderTime = frameA in coordsys parent thisJoint.rotation.controller.X_Rotation = (thisJoint.rotation.controller.X_Rotation + 90) in coordsys parent thisJoint.rotation.controller.Y_Rotation = initY in coordsys parent thisJoint.rotation.controller.Z_Rotation = initZ sliderTime = frameB in coordsys parent thisJoint.rotation.controller.X_Rotation = initX in coordsys parent thisJoint.rotation.controller.Y_Rotation = initY in coordsys parent thisJoint.rotation.controller.Z_Rotation = initZ sliderTime = frameC in coordsys parent thisJoint.rotation.controller.X_Rotation = (thisJoint.rotation.controller.X_Rotation - 90) in coordsys parent thisJoint.rotation.controller.Y_Rotation = initY in coordsys parent thisJoint.rotation.controller.Z_Rotation = initZ sliderTime = frameD in coordsys parent thisJoint.rotation.controller.X_Rotation = initX in coordsys parent thisJoint.rotation.controller.Y_Rotation = initY in coordsys parent thisJoint.rotation.controller.Z_Rotation = initZ sliderTime = frameE in coordsys parent thisJoint.rotation.controller.X_Rotation = initX in coordsys parent thisJoint.rotation.controller.Y_Rotation = (thisJoint.rotation.controller.Y_Rotation + 90) in coordsys parent thisJoint.rotation.controller.Z_Rotation = initZ sliderTime = frameF in coordsys parent thisJoint.rotation.controller.X_Rotation = initX in coordsys parent thisJoint.rotation.controller.Y_Rotation = initY in coordsys parent thisJoint.rotation.controller.Z_Rotation = initZ sliderTime = frameG in coordsys parent thisJoint.rotation.controller.X_Rotation = initX in coordsys parent thisJoint.rotation.controller.Y_Rotation = (thisJoint.rotation.controller.Y_Rotation - 90) in coordsys parent thisJoint.rotation.controller.Z_Rotation = initZ sliderTime = frameH in coordsys parent thisJoint.rotation.controller.X_Rotation = initX in coordsys parent thisJoint.rotation.controller.Y_Rotation = initY in coordsys parent thisJoint.rotation.controller.Z_Rotation = initZ sliderTime = frameI in coordsys parent thisJoint.rotation.controller.X_Rotation = initX in coordsys parent thisJoint.rotation.controller.Y_Rotation = initY in coordsys parent thisJoint.rotation.controller.Z_Rotation = (thisJoint.rotation.controller.Z_Rotation + 90) sliderTime = frameJ in coordsys parent thisJoint.rotation.controller.X_Rotation = initX in coordsys parent thisJoint.rotation.controller.Y_Rotation = initY in coordsys parent thisJoint.rotation.controller.Z_Rotation = initZ sliderTime = frameK in coordsys parent thisJoint.rotation.controller.X_Rotation = initX in coordsys parent thisJoint.rotation.controller.Y_Rotation = initY in coordsys parent thisJoint.rotation.controller.Z_Rotation = (thisJoint.rotation.controller.Z_Rotation - 90) sliderTime = (frameK + 5) --set everything back to the bind in coordsys parent thisJoint.rotation.controller.X_Rotation = initX in coordsys parent thisJoint.rotation.controller.Y_Rotation = initY in coordsys parent thisJoint.rotation.controller.Z_Rotation = initZ set animate off ) --animationRange = interval 0 frameK ) ninetyRot()