I've copied the files to local disk C: and still the same problem?, when i press run script the figure i've modified resets and i get a error about armature.
This is another story. What is the text message of error you have ? Do you have armature "Selected" ? Do you switched it to "POSE" mode before run the script ?
- about resets: 1. Do you create an animation KEY (by pressing "i" key) ? 2. What animation frame you edit ? (to create a pose you need to change only frame "0", select all bones, press "i" and choose "LocRotScale" type of key)
inside blender furthest down i get this print("ERROR: Armatura was NOT found.") MyFile.close(), and i have pose mode on, the one under the render window right?
You must have only one armature in my BLEND file. File you uploaded to me has it. And script works even if you not select it. I don't know how you can get this error. Your file works fine on my computer.
Hi, Anton: Thanks for the tools! It is really cool. I was trying to use it to create my own poses. But there is something wrong with the position of left hand. The way I test it is just to raise the left hand in blender and test it out as mt_idle.hkx. The position is a bit lower and the shape of arm is twisted. Other than the left hand, the rest part of the body is okay. Wonder where I did it wrong. I can give you my example.blender but don't know how. Thanks for the help!
Yes, i can. Tomorrow, i will upload vanilla female body for "Animation Tools N3" (by request), so i can attach some daggers to its hands. Or, do you want to use exactly this version of tools ?
Sorry, but i not clearly understand you, "rigify armature" - is some kind of IK armature ? This script can't export armature with IK or constraints. But its new version - will be ! . I already made working script and ready to begin to work with IK armature and constrains. Now i try to choose proper skeleton. I think it will be xp32 universal skeleton...
Theoretically - yes, it can be converted to work with Oblivion or Fallout. But to make it i need to change my tools to work with older NIF format and import different skeleton to the Blend file. But it is not interesting for me by this time. I try to concentrate all my efforts to Skyrim only.
yes it's the automatic rigging system for blender 2.5 and higher. Thanks will be waiting for that version when it's finished. I wish i new how to script or else i would have contributed long ago. Thanks for taking the time to do this.
"Permissions: You 100% have my full permission to use this skeleton to create custom clothing, animations, etc. In fact I'm practically begging you to do so. So please, use it, publish it, and enjoy."
Is there a tutorial on how to use rigify on a custom armature ?? If so this plug-in could really be godsend. i created a rigify armature but unable to have it export correctly with the script.
Older blender was hard you had fully manually create a rig. but the newest blender has a tool build in it to simplify this process. I already made several animations but because it is rigify armature it can't be exported correctly.
btw anton can your script also be converted to be used with either oblivion/ fallout 3/newvegas ?? I have several rigged armature created for these games but could never use these in newest blender due to export scripts missing.
65 comments
Do you use shortcut to the tools ? Is it proper made ?
What is the text message of error you have ?
Do you have armature "Selected" ?
Do you switched it to "POSE" mode before run the script ?
- about resets:
1. Do you create an animation KEY (by pressing "i" key) ?
2. What animation frame you edit ? (to create a pose you need to change only frame "0", select all bones, press "i" and choose "LocRotScale" type of key)
MyFile.close(), and i have pose mode on, the one under the render window right?
I can't imagine what can be wrong. Upload somewhere your BLEND file and i try to find out the reason of this error.
(...you may use "rhost.ru" or "mediafire.com" to upload...)
Anyway, try 2.65 - for me it works fine.
I don't know how you can get this error. Your file works fine on my computer.
If you still here, PM to me your file and I will try to help.
Tomorrow, i will upload vanilla female body for "Animation Tools N3" (by request), so i can attach some daggers to its hands.
Or, do you want to use exactly this version of tools ?
Anyway i don't know 3Dmax much.
This script can't export armature with IK or constraints. But its new version - will be ! .
I already made working script and ready to begin to work with IK armature and constrains. Now i try to choose proper skeleton. I think it will be xp32 universal skeleton...
Theoretically - yes, it can be converted to work with Oblivion or Fallout. But to make it i need to change my tools to work with older NIF format and import different skeleton to the Blend file.
But it is not interesting for me by this time. I try to concentrate all my efforts to Skyrim only.
I wish i new how to script or else i would have contributed long ago. Thanks for taking the time to do this.
"Permissions: You 100% have my full permission to use this skeleton to create custom clothing, animations, etc. In fact I'm practically begging you to do so. So please, use it, publish it, and enjoy."
Older blender was hard you had fully manually create a rig. but the newest blender has a tool build in it to simplify this process. I already made several animations but because it is rigify armature it can't be exported correctly.
btw anton can your script also be converted to be used with either oblivion/ fallout 3/newvegas ?? I have several rigged armature created for these games but could never use these in newest blender due to export scripts missing.