He's mostly out of the game for now -- but he's previously said it's ok to tweak his scripts if necessary ... if it's an important one, I'll aim to take a look at it. No promises tho' at this point.
Pin bones??
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- hayasidist
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Re: Pin bones??
- striker2311
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Re: Pin bones??
Sorry for late reply.
This is link of the forum page in which it was discussed- https://lostmarble.com/forum/viewtopic. ... #1%5B/u%5D
Thanks for asking, greenlaw
- striker2311
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Re: Pin bones??
Yes, sure Hayasidist, please look into it if you will have any time to look into this. It will be much more useful that way.hayasidist wrote: ↑Tue Jun 27, 2023 8:00 pmHe's mostly out of the game for now -- but he's previously said it's ok to tweak his scripts if necessary ... if it's an important one, I'll aim to take a look at it. No promises tho' at this point.

- hayasidist
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Re: Pin bones??
will do, but which script exactly?striker2311 wrote: ↑Sat Jul 01, 2023 2:44 pm ...
Yes, sure Hayasidist, please look into it if you will have any time to look into this. It will be much more useful that way.![]()
- striker2311
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Re: Pin bones??
This is the link of the script- https://www.dropbox.com/s/0dtg5xrhyi94j ... 1.zip?dl=1hayasidist wrote: ↑Sat Jul 01, 2023 2:59 pmwill do, but which script exactly?striker2311 wrote: ↑Sat Jul 01, 2023 2:44 pm ...
Yes, sure Hayasidist, please look into it if you will have any time to look into this. It will be much more useful that way.![]()
- striker2311
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Re: Pin bones??
Here in this forum it was discussed and Greenlaw has posted the link of the script at the very last.striker2311 wrote: ↑Sat Jul 01, 2023 2:43 pmSorry for late reply.
This is link of the forum page in which it was discussed- https://lostmarble.com/forum/viewtopic. ... #1%5B/u%5D
Thanks for asking, greenlaw
- hayasidist
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Re: Pin bones??
Ah! the scripts in your upload are mods to the lm_ tools! Without digging too deep, it will likely have been the lm_add_bone tool from DKWRoot (which looks to have been based on an lm_ version before pin bones were "invented".) There's only one change explicitly identified from the (then) base version and I don't think that it's a big deal. Does the (current) lm_add_bone tool do what you want ok?striker2311 wrote: ↑Sat Jul 01, 2023 3:59 pmThis is the link of the script- https://www.dropbox.com/s/0dtg5xrhyi94j ... 1.zip?dl=1hayasidist wrote: ↑Sat Jul 01, 2023 2:59 pmwill do, but which script exactly?striker2311 wrote: ↑Sat Jul 01, 2023 2:44 pm ...
Yes, sure Hayasidist, please look into it if you will have any time to look into this. It will be much more useful that way.![]()
- striker2311
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- Joined: Wed Aug 26, 2020 3:55 pm
Re: Pin bones??
Yeah, I don't have any problem with that one, (that tool to add bone, right?)hayasidist wrote: ↑Sat Jul 01, 2023 4:37 pmDoes the (current) lm_add_bone tool do what you want ok?striker2311 wrote: ↑Sat Jul 01, 2023 3:59 pmThis is the link of the script- https://www.dropbox.com/s/0dtg5xrhyi94j ... 1.zip?dl=1
- hayasidist
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Re: Pin bones??
yep add_bone --- the DKWRoot version didn't have pin bones. so if you now have pin bones and you're not wondering about the (minor) mod, all is well!
afterthought: the zip file is only modified lm_xxx tools. Unless there are features in the modified ones that you really need, it would probably be best to use the (new) lm_ ones.
the tools in question are:
lm_add_bone.lua
lm_rotate_layer_xy.lua
lm_select_points.lua
lm_select_shape.lua
lm_set_origin.lua
lm_shear_layer.lua
lm_transform_bone.lua
afterthought: the zip file is only modified lm_xxx tools. Unless there are features in the modified ones that you really need, it would probably be best to use the (new) lm_ ones.
the tools in question are:
lm_add_bone.lua
lm_rotate_layer_xy.lua
lm_select_points.lua
lm_select_shape.lua
lm_set_origin.lua
lm_shear_layer.lua
lm_transform_bone.lua
Re: Pin bones??
@striker2311,
That's the thing about mod scripts: they can easily become outdated by a newer release of Moho. When I update to a new version of Moho, the mods are the first thing I check. Sometimes a newer version of the native version can have new features not available in the Mod or may even make the mod features obsolete.
In the first situation, if the mod is simple, you can usually copy and paste the modified part of the script to a copy of the current native tool and place that in your Custome Content folder. Tip: Text Editors like Notepad++ will let you compare files to see what's different between the mod and the native script.
As always, you should place the modified script in your Custom Content folder. NEVER replace the native script files in the program folder. If you place third party mods in your Custom Content folder, Moho will non-destructively override the native version, and the original files in the Program folder will remain available if you need to switch back.
But I agree with Hayasidist's assessment: if an installed third party script doesn't add features you actually need or use, get rid of it.
BTW, the DKWRoot scripts I still use routinely are the Menu versions of Mirror Points and Swap Sides. Despite their age, these scripts work fine in Moho 13.5.5 and can be invaluable if you do a lot of turnaround rigs that require morphing shapes. At this time, I don't think I have anything else by DKWRoot installed.
Hope this helps.
That's the thing about mod scripts: they can easily become outdated by a newer release of Moho. When I update to a new version of Moho, the mods are the first thing I check. Sometimes a newer version of the native version can have new features not available in the Mod or may even make the mod features obsolete.
In the first situation, if the mod is simple, you can usually copy and paste the modified part of the script to a copy of the current native tool and place that in your Custome Content folder. Tip: Text Editors like Notepad++ will let you compare files to see what's different between the mod and the native script.
As always, you should place the modified script in your Custom Content folder. NEVER replace the native script files in the program folder. If you place third party mods in your Custom Content folder, Moho will non-destructively override the native version, and the original files in the Program folder will remain available if you need to switch back.
But I agree with Hayasidist's assessment: if an installed third party script doesn't add features you actually need or use, get rid of it.
BTW, the DKWRoot scripts I still use routinely are the Menu versions of Mirror Points and Swap Sides. Despite their age, these scripts work fine in Moho 13.5.5 and can be invaluable if you do a lot of turnaround rigs that require morphing shapes. At this time, I don't think I have anything else by DKWRoot installed.
Hope this helps.
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- striker2311
- Posts: 226
- Joined: Wed Aug 26, 2020 3:55 pm
Re: Pin bones??
Okay, I understood it now, Greenlaw, thanks for explaination.Greenlaw wrote: ↑Sat Jul 01, 2023 6:38 pm @striker2311,
That's the thing about mod scripts: they can easily become outdated by a newer release of Moho. When I update to a new version of Moho, the mods are the first thing I check. Sometimes a newer version of the native version can have new features not available in the Mod or may even make the mod features obsolete.
In the first situation, if the mod is simple, you can usually copy and paste the modified part of the script to a copy of the current native tool and place that in your Custome Content folder. Tip: Text Editors like Notepad++ will let you compare files to see what's different between the mod and the native script.
As always, you should place the modified script in your Custom Content folder. NEVER replace the native script files in the program folder. If you place third party mods in your Custom Content folder, Moho will non-destructively override the native version, and the original files in the Program folder will remain available if you need to switch back.
But I agree with Hayasidist's assessment: if an installed third party script doesn't add features you actually need or use, get rid of it.
BTW, the DKWRoot scripts I still use routinely are the Menu versions of Mirror Points and Swap Sides. Despite their age, these scripts work fine in Moho 13.5.5 and can be invaluable if you do a lot of turnaround rigs that require morphing shapes. At this time, I don't think I have anything else by DKWRoot installed.
Hope this helps.

Though there is one another script that I use for mirroring and swapping. I guess there is no name of that script but on my folder it is saved as, "Point alignment to XY axis + Mirror & Swap + Set layer center point". (but yes I guess its author is DKWROOT and is different from The script from which I was getting the problem).
- striker2311
- Posts: 226
- Joined: Wed Aug 26, 2020 3:55 pm
Re: Pin bones??
Yes, that is for sure, back then there was no Pin Bone.hayasidist wrote: ↑Sat Jul 01, 2023 4:47 pm yep add_bone --- the DKWRoot version didn't have pin bones. so if you now have pin bones and you're not wondering about the (minor) mod, all is well!
afterthought: the zip file is only modified lm_xxx tools. Unless there are features in the modified ones that you really need, it would probably be best to use the (new) lm_ ones.
the tools in question are:
lm_add_bone.lua
lm_rotate_layer_xy.lua
lm_select_points.lua
lm_select_shape.lua
lm_set_origin.lua
lm_shear_layer.lua
lm_transform_bone.lua
Thanks for listing out the tools that should be looked into, Hayasidist

Re: Pin bones??
Same. If I couldn't get those two working on a new Moho version, I wouldn't upgrade. An official implementation would be nice.