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Most scripts that I make are orientated for individual problems. Here are some that are more generic and could be used in various occasions. I haven't spent a great deal of timing tweaking them for mass usage, so I can't take any responsibility for damage incurred. I'll update this page as often as I can. |
xsi modelling
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This is a remake of my old polymorph tool - it morphs one object (polymesh, nurbs, curve) to another in user defined steps. Simply install the plugin and hit the polymorph button in the new polymorph custom toolbar. You'll be prompted to pick a start object, then an end object, and finally the number of in-between steps. The script will then generate geometry blending from the start to the end inbetweens and place them in the the corresponding inbetween positions. Each generated geometry has the polymorph scripted operator attached with the blended amount specified as a variable called amount. You can change this variable to define your own specific blends. NOTE: The start and end geometry must have the same number
and order of points. |
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Polygon meshes can be composed of sub sets of polygons that don't actually touch, i.e. you can in effect have a couple of different individual objects in one single polygon object. What this script does is calculate these sub groups of polygons and generate individual objects for them. I used this a little while ago to smash an object up: 1 script sliced cracks into the object and this script then transformed that sliced object into the individual pieces. |
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A handy little script that aligns selected points along an axis at a user defined position. Select some points and run the script. You will be prompted to enter an axis and then an absolute distance in which to put the points. All the selected points then move to the specified position on the selected axis. Points will not move in any other axis other than the axis specified. |
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This script takes your current component selection and randomly reselects half of them. Works with hair tips, points, polys, edges, polygons, etc Useful for quickly adding chaotic effects - scaling hair tips for example. |
xsi animation
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After setting up multiple cameras in a scene, the user can run this script to generate another single camera that switches between the existing cameras in the scene. The user is presented with a list of cameras in the scene, at which the user enters the frame at which the user would like the camera to become active. The script will then use this camera until directed to another camera. Note that the exit frame of the camera does NOT need to be specified, just the initial starting frame of that particular camera. The same camera can be used more than once by simple putting a camera after the previous entry and entering another starting frame. The script is ideal for block test generation. The user can then render off the whole scene, complete with animated/static cameras by simply rendering from the script-generated camera (usually called RENDER_ME). |
| Exports the keyframes of the current selection. The script prompts the user for the directory to save the file containing the keyframe data - which itself is named after the object's name. The syntax for the script is to save the keyframe, followed by six numbers which represent the global position components and the local orientation componts. |
| This script prompts the user to enter a previously saved keyframe data file generated from the above script and then proceeds to add keyframes of global position and local rotation in the appropriate frames as per the file. |
xsi rendering
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This script is useful when producing large prints and you want to break an image up into smaller chunks. Set your final render options and then run the script. You will be asked how many x and y divisions you want and the name of the images to make. Once all regions are rendered, an fxtree is automatically made and setup with a fileout node ready for you to render. I have left the task of rendering the picture up to you. The script will take into account image sequences. |
xsi data adapters
| This is an example of using vector maths in XSI. It takes null called "point" (which you have to make ) and logmessages out its position relative to the "camera" eye system. Not much use but an example of how things can be made really easy with object orientated approaches (especially with vectors) compared to alternative methods. |
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| This is the first generation of my importer for the EMF Motion Capture File from HyperVision.Co.Uk. At the moment it parses the files and generates named, animated nulls. Can be used as a script reference method for parsing ASCII file formats. |
perl scripts
| Usage: idchange.pl input output This perl script allows you to change the id register in spdl files. You may find this useful if you want to take an existing spdl and generate another version of it (perhaps for version increments) and as such you need to replace all the required spdls to avoid duplication of id numbers. Ths scripts looks for three comment notations - "###" - and will then replace the entire id line. Simple add the three hashes after the end of the id line. It works for reference and guids. I didn't make the script automatic, as you may wish to keep certain id numbers, e.g. the scene ambience guid. Note: The script runs the soft UUIDGEN command to obtain a new id, so
you should use this script at a relevant command prompt - e.g. soft shell. |
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