After initialization of the script in Max, it will also generate entries in the customization dialog:
(Under the MainUI
group and in the CryAnim
category)
There are all functions available to make a key shortcut or tool bar button.
(most of the functionality is in the quad menu too)
bip to [0,0]
Takes the Bip01 node to [0,0].
Hides all visible trajectories.
(is available if a trajectory is visible)
lock rotation
Rotates the object every time it will be moved to the set rotation back
(is visible if a Biped object is in scene)
reset rotation
Rotates the selected Biped object with the same rotation as the parent object
(is visible if a Biped object is selected)
move to floor
If the foot is selected, it will be rotated and moved to plant on the ground
(is available if a Biped foot is selected)
create snapshot
single
Creates a snapshot of the selected object
(is visible if an Object is selected)
children
Creates snapshots of all children of the selected object
(is visible if an Object is selected)
copy
Copies the position and rotation of the selected objects and stores them into a temporary file in cry_temp folder
(is visible if an Object is selected)
paste
transform
Pastes the position and rotation from the temporary file to the selected objects
(is visible if the temporary file exists and an Object is selected)
(works for non-Biped nodes too)
position
Pastes only the position
rotation
Pastes only the rotation
select pivot
Starts the pivotSelect tool to select an internal pivot to align with snapshots or pivot points
(is available if hand or foot is selected)
Drop down List :
In the drop down list you specify the object you want to appy the operation to.
When choosing Update List, the list will be updated with the available nodes in the scene.
If the selection is not "--Current Selection--" but an object in the scene is selected, the axis and offset is available and the Operation rollout will be updated.
Used Axis :
If enabled, you can select which coordinate axis will be used for the operation.
Offset Set Button :
If enabled, sets the offset from the current selected object and the object selected in the drop down list.
After the offset is generated, the Offset checkboxes are available.
Offset Axis :
If
position is checked, the selected object will be in addition to the
offset aligned to the object set in the list.
With this, the locator can be easily aligned in cycles or other
animations, where the locator has a different position as the object
selected in the list.
If rotation is checked, the selected object will be in addition to the offset rotated to the object set in the list. This helps when animating the locator in animations where the character runs in circles and the locator needs to follow up.
Start / Stop :
This button sets the range of operation.
The red square box indicates which value will be changed when hitting again.
Steps :
Specify how many steps the operation will use.
(Default is 1)
If 'Current Selection' is selected in the Selection rollout:
Name | Operation |
---|---|
Planted Key | generates a planted key |
Sliding Key | generates a sliding key |
Free Key | generates a free key |
-------------------- | ------------------------------------------------------------------------------------------------ |
Move | moves the selected Biped object to the nearest snapshot / pivot point |
Move / Rotate | moves and rotates the selected Biped object |
-------------------- | ------------------------------------------------------------------------------------------------ |
Move to Floor | if the foot is selected it puts the foot on the floor |
Reset Rotation | adapts the rotation of the selected objects parent rotation |
-------------------- | ------------------------------------------------------------------------------------------------ |
Copy | copies the rotation and position of the current selected object |
Paste | pastes the rotation / position / transform to the current selected object |
-------------------- | ------------------------------------------------------------------------------------------------ |
Bip to [0,0] | puts Bip01 node to [0,0] |
Bip to [0,0,0] | puts Bip01 node to [0,0,0] |
Name | Operation |
---|---|
Move | moves the selected Biped object to the object selected in the list |
Line | moves the selected Biped object with reference of the selected object in the list along a line |
Apply
Applies once the selected operation to the selected object.
Begin / End
Applies the selected operation in the specified range (Start / Stop) and with the given Steps
Range
Applies the selected operation for the Full animation range with the given Steps
Select Pivot
If a foot is selected, you can select which pivot you want to operate with for Move operation.
Create
Creates a new Pivot Point with the selected pivot.
Delete
Deletes the Pivot Point of the selected Biped Object.
Single
Creates a single snapshot from the selected Object.
+ Children
Creates snapshot from the children of the selected Object and integrates them into a group.
Load Model
If a model list is created before, the model selected will be opened (without message box asking to save changes!).
How to maintain models
Reset Locator
Rotates and translates the locator to Y+ and [0,0,0] (origin of scene).
Weapons Drop Down List
If a weapon list is created before, the weapon selected will be
unhidden, every weapon before will be hidden (needs reference in
weapons_ref.max in tools folder).
How to maintain weapons
Use Key
Is available when Auto-Muscles is unchecked.
If nanoMuscles are baked and Use Keys is checked, it will not generate
keys when changing the timeline. Needed when tweaking the bones.
Create
If there is no nanoMuscles rig available on the character, it will be generated.
Bake
Bakes the nanoMuscles Keys.
Load Biped File
Prompts a open file dialog where you can choose the biped you want to
load (must have correct file naming: works not without file extension).
Start / End
Sets the range to save the biped to.
Range
Sets the current animation range to save the biped to.
All
Uses the biped range for saving.
Add
If a bone is currently selected, the bone will be added to the bone export list.
Delete
If a bone is selected in the list, it will be deleted.
Save
Prompts a saving file dialog to choose a file where to save the biped to.
Export
Prompts a saving file dialog to choose a file where to export to.
Save / Export
Prompts a saving file dialog to choose a file where to save to.
(It will generate automatically the correct path for the CAF file and export the biped.)
Batch Export
Runs the batch exporter to export .bip or .fbx files.
How to use the batch export
AutoUpdate
If checked, tries to get latest revision every minute from perforce.
Notify
If checked, shows a message box if there is a new updated installed.
Name | Y(es) | N(o) | A(sk) |
---|---|---|---|
Open For Edit | always open | never open | prompt message to ask |
Add to Source Control | always add | never add | prompt message to ask |
Reload Script
Destroys the dialog and runs the loading script to load all necessary files again.
Prompt for File
When saving or exporting, a open file dialog pops up to get the file
location the animation should be saved to (works only with extension).
Biped Working Directory
Has the path of the directory to use when Save / Exporting animations and will be the default folder when Loading Biped Files.
Pick
Opens a dialog to get the directory for the biped files.
Set
Assigns the folder path to the variable used internally.
Use Rollout States
If checked, remembers the last state (rolled up/down) of the rollouts
and when loading the dialog again, these states will be set.
Notify File Attribute
If checked, pops up a message box if the file to save or export to is read-only.