Freaking scripts! }(
Moderators: Víctor Paredes, Belgarath, slowtiger
- NightmanGX
- Posts: 60
- Joined: Mon Dec 11, 2006 6:14 am
- Location: San Diego, CA
- Contact:
Freaking scripts! }(
How do I install scripts that I download. I've been going through the tutorials but I can't find anything on it. Please help me!
viewtopic.php?p=43700#43700
And regarding to embedded scripts you just select the corresponding layer's options and click in Embedded script checkbox and tell to the file dialog where the embedded script is.
-G
And regarding to embedded scripts you just select the corresponding layer's options and click in Embedded script checkbox and tell to the file dialog where the embedded script is.
-G
- NightmanGX
- Posts: 60
- Joined: Mon Dec 11, 2006 6:14 am
- Location: San Diego, CA
- Contact:
Thanks for the info genete, but I am still having trouble with the scripts you made for your 3D rig tutorial. I open humanoid.amne and I get an LUA error message saying it cannot read/home/carlos/AnimeStudioPro/Other scripts. Will the scripts still work even if humanoid does not work? And how do I change the icons for the other two scripts on the tools menu?
Embedded layer scripts should be in the same folder with the file.
If they aren't when saved (in this case) an absolute path is written to the file for the script. You just need to reload them for that layer.
If you use Genete's 3D rig system you would have to do this anyway:
The bone layer of the humanoid.amne gets the "3Dgrid" script. And the vector layer would get the "sort_shapes" script. Those are the basic names with variations depending on the version.
Tool menu icons have the EXACT same name as the tool script itself but are "png" format. Most custom tools should come with 2 png files...
tool_name.png - menu icon
too_name_cursor.png - cursor when using tool
These go in the scripts/tool folder with the script.
A button "tool" only needs one icon.
-vern
If they aren't when saved (in this case) an absolute path is written to the file for the script. You just need to reload them for that layer.
If you use Genete's 3D rig system you would have to do this anyway:
The bone layer of the humanoid.amne gets the "3Dgrid" script. And the vector layer would get the "sort_shapes" script. Those are the basic names with variations depending on the version.
Tool menu icons have the EXACT same name as the tool script itself but are "png" format. Most custom tools should come with 2 png files...
tool_name.png - menu icon
too_name_cursor.png - cursor when using tool
These go in the scripts/tool folder with the script.
A button "tool" only needs one icon.
-vern
- donsandwhich
- Posts: 3
- Joined: Fri Jul 20, 2007 12:48 am
- Location: Warshington State
- Contact:
Hey there fellos. I've been dabbling with the $50 dollar light version of AS 5, probably upgrade when funds allow, and I've been reading the threads for about a week now. HeyVern and Genete seem to be the go-to guys for working AS mojo so my question is directed towards you two fine lads:
Is there any script that will allow me to sync up bone movement with the midi control messages of a sequencer? It doesn't seem like a ground-breaking idea but I thought it would be kind of swell to have my little abominations dance to my music. I don't think it would even really be dancing... but to have any bone movement correspond with any midi message of my choosing would really liven up a show on a projector. It seems feasible: you can tweak a slider/knob on-screen with any slider/knob on a real-time keyboard so, in theory, couldn't you designate a series of point or bones to move with certain messages? Have you heard about anything like this? Anyway, keep inspiring!
Is there any script that will allow me to sync up bone movement with the midi control messages of a sequencer? It doesn't seem like a ground-breaking idea but I thought it would be kind of swell to have my little abominations dance to my music. I don't think it would even really be dancing... but to have any bone movement correspond with any midi message of my choosing would really liven up a show on a projector. It seems feasible: you can tweak a slider/knob on-screen with any slider/knob on a real-time keyboard so, in theory, couldn't you designate a series of point or bones to move with certain messages? Have you heard about anything like this? Anyway, keep inspiring!
The Weyland Yutani Corporation will be bought out by A.) Haliburton B.) Walmart or C.) Yamaha
This is definately something that could be done I am pretty sure.
I don't have a lot of expertise with the midi format but I assume it is basically text. Even the longest midi song file is very small. I would think some sort of import function similar to a .dat file.
The trick would be to study the midi format and figure out how to extract a specific channel and convert it to some sort of bone key... translation or rotation... also converting the time to key frames.
I probably won't be able to do anything with this idea in the near future but it is interesting. I may take a look at the midi format to see how hard it would be to extract information from it.
This would definately be another way to sync animation to music.
Another way if you have the software and tools to do it, would be to export out a wav file from a midi file. Pick a specific channel or a metronome type sound from a midi file to use for syncing bone movement. Then you could use the audio "bone wiggle" script to animate the bones.
-vern
I don't have a lot of expertise with the midi format but I assume it is basically text. Even the longest midi song file is very small. I would think some sort of import function similar to a .dat file.
The trick would be to study the midi format and figure out how to extract a specific channel and convert it to some sort of bone key... translation or rotation... also converting the time to key frames.
I probably won't be able to do anything with this idea in the near future but it is interesting. I may take a look at the midi format to see how hard it would be to extract information from it.
This would definately be another way to sync animation to music.
Another way if you have the software and tools to do it, would be to export out a wav file from a midi file. Pick a specific channel or a metronome type sound from a midi file to use for syncing bone movement. Then you could use the audio "bone wiggle" script to animate the bones.
-vern