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