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| Bake Transforms |
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Simple tutorial to bake object transforms out to another object. Great when you have parented objects, and you need to bake the children out to a fresh new keyframed object with no parenting.
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| Download here: AMcKay_BakeTransform_v003.ms |
| Bake Verts Animation |
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Select a bunch of vertices, run the script - it will create dummies that are tracked to the same animation as the vertices. Great for linking objects to point cache and dozens of other uses.
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| Download here: AMcKay_BakeVertsAnim_v01.0.ms |
| Bake Verts Animation |
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Select a bunch of vertices, run the script - it will create dummies that are tracked to the same animation as the vertices. Great for linking objects to point cache and dozens of other uses.
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| Download here: AMcKay_BakeVertAnim.ms |
| Create Animation Bounding Box / Container |
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Script I built to work with Fume FX, but can probably be used for many other things. The idea is that I wanted to roughly work out the entire dimensions of a characters animation, so a bounding box - of the entire animation.
Lets say I have a character running, and jumping, and falling over - and I want him to be on fire, this tool will track all of the dimensions of the character for the entire animation duration and build a bounding box representing the exact area he's covered. This way I can create a fairly accurate Fume FX container that isn't wasting space.
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| Download here:AMcKay_create_animVolume_v06.ms |
| Fume FX - Quick Sim-then-Render |
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Simple script for fume fx, if you wish to run a simulation, and after the sim have it render it. I wrote it just so if I'm going to lunch, I can crank up the detail on my sim, run the script - and whilst I am gone, it will simulate my fluids, and then render it out. And then when I get back to my desk I'll have a render ready to review of my simulation.
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| Download here: AMcKay_FFX-QuickSimRender.ms |
| Select by Object Mass |
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Simple script, if people find it useful I'll make a gui and add a bit more to it. But the whole premise was to just quickly build a tool I could differentiate big objects from small objects in my scene based on VolSize variable in the script.
What I used it for was to fracture objects for a big landslide for a film, and then I wanted to use this script to tell me which objects were big so I would then work on making them procedurally break more, whereas I didn't want the small pieces to sub-fracture because that would be overkill.
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| Download here: AMcKay_SelectByMass_v05.ms |
| RenDir |
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Simple script, if people find it useful I'll make a gui and add a bit more to it. But the whole premise was to just quickly build a tool I could differentiate big objects from small objects in my scene based on VolSize variable in the script.
What I used it for was to fracture objects for a big landslide for a film, and then I wanted to use this script to tell me which objects were big so I would then work on making them procedurally break more, whereas I didn't want the small pieces to sub-fracture because that would be overkill.
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| Download here:AMcKay_RenDir_v001.ms |
literally dozens more to come - but its 3am, so here's a few I last minute ones
AMcKay_MakePlastic.ms - makes all objects in scene default grey AMcKay_MatteMyScene_v02.ms - mattes everything in the scene AMcKay_ResetMaterialEditor.ms - Resets Material editor to empty
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