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Thread: Long Bone Chains

  1. #1
    da what? daforum's Avatar
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    Long Bone Chains

    Is there a script/ plugin to create looooong bone chains at once in layout?
    I don't want to have to sit here and hit 'create bone' lots and lots of times.
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  2. #2
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by daforum View Post
    Is there a script/ plugin to create looooong bone chains at once in layout?
    I don't want to have to sit here and hit 'create bone' lots and lots of times.
    what´s wrong with drawing child bones? at least faster than create bone, so not add bone and not add child bone, but draw child bone, you can first check split bones then go to draw child bones, that way you can draw them and directly after right click to divide.

    if you mean dividing a single bone you can do that with setup/ detail and split bone, you can middle click and drag a marque around one single bone, you will get the bone highlighted with a red split guide, to execute it just right click.
    however, I would probably just do the bones in modeller if possible with skelegons, you could for instance draw with the line pen and divide it with artspheres divide edge to get exact splits, then convert he line pen chain to skelegons, then to bones in layout.

    about bone dynamics with bullet..but at
    0:45 to see how to draw a bone chain


  3. #3
    RETROGRADER prometheus's Avatar
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    you could also just copy edges from any drawn geometry in modeler and convert to skelegons.

  4. #4
    Quote Originally Posted by daforum View Post
    Is there a script/ plugin to create looooong bone chains at once in layout?
    I don't want to have to sit here and hit 'create bone' lots and lots of times.
    Download the script here. works with multi-selections too.

    http://www.smallanimations.com/addbonechain
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  5. #5
    da what? daforum's Avatar
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    Quote Originally Posted by prometheus View Post
    you could also just copy edges from any drawn geometry in modeler and convert to skelegons.
    Nice idea!

    - - - Updated - - -

    Quote Originally Posted by Ryan Roye View Post
    Download the script here. works with multi-selections too.

    http://www.smallanimations.com/addbonechain
    Thank you Ryan, that looks like a great script.
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  6. #6
    da what? daforum's Avatar
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    Hi Ryan.
    I've just had a chance to download the script and I'm still on an 'earlier' version of LW, so do you have a '.ls' version?
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    Medical Animator mummyman's Avatar
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    Quote Originally Posted by Ryan Roye View Post
    Download the script here. works with multi-selections too.

    http://www.smallanimations.com/addbonechain
    WOW. Thank you Ryan. Huge time saver.

  8. #8
    Quote Originally Posted by daforum View Post
    Hi Ryan.
    I've just had a chance to download the script and I'm still on an 'earlier' version of LW, so do you have a '.ls' version?
    I do not, I never really got into .ls scripting.
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  9. #9
    da what? daforum's Avatar
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    Ah well! Maybe when i get to upgrade i'll get to use your python script.
    Thank you for the share anyway.
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  10. #10
    Axes grinder- Dongle #99
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    ??? Generally, since it's a very general question, I'd create long bone chains in Modeler, as Skelegons or Splines -- there's a "Spline To Skelegon" script isn't there?
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  11. #11
    da what? daforum's Avatar
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    I suppose that's the way for me to go.

    I was watching this video the other day and heard the script mentioned.
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  12. #12
    Goes bump in the night RebelHill's Avatar
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    Dont know whats so wrong with draw child bones... its basically the same as draw skelegons, but in layout, so no loading/converting/etc.

    Otherwise...

    Code:
    generic
    {
    	nBones = 10;
    	AddBone("MyBone_1");
    	for(i=2;i<=nBones;i++)
    		AddChildBone("MyBone_"+i);
    }
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  13. #13

    skelegons can be fast, depending, in Modeler though
    might not be what you want in this case, but here's how, if of interest.

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  14. #14
    da what? daforum's Avatar
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    Quote Originally Posted by RebelHill View Post
    Dont know whats so wrong with draw child bones... its basically the same as draw skelegons, but in layout, so no loading/converting/etc.

    Otherwise...

    Code:
    generic
    {
    	nBones = 10;
    	AddBone("MyBone_1");
    	for(i=2;i<=nBones;i++)
    		AddChildBone("MyBone_"+i);
    }
    Thanks very much for this RebelHill, it works like a charm!
    I ended up making 2 more versions ( x25 and x50 ) for future use; and I now know how to make a generic version with more bone creation if necessary.

    - - - Updated - - -

    Quote Originally Posted by erikals View Post
    skelegons can be fast, depending, in Modeler though
    might not be what you want in this case, but here's how, if of interest.

    Cool tutorial erikals.
    A neat and tidy way of solving the problem, if i may say so!
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  15. #15
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by RebelHill View Post
    Dont know whats so wrong with draw child bones... its basically the same as draw skelegons, but in layout, so no loading/converting/etc.

    Otherwise...

    Code:
    generic
    {
    	nBones = 10;
    	AddBone("MyBone_1");
    	for(i=2;i<=nBones;i++)
    		AddChildBone("MyBone_"+i);
    }
    Right..that´s what I said
    One could always also just remap the add childbone to a single key..or just record the process with ls commander.

    Quote Originally Posted by erikals View Post
    skelegons can be fast, depending, in Modeler though
    might not be what you want in this case, but here's how, if of interest.

    Right...that´s what I said
    Isn´t it unnecessary to go to edge to poly? why not just copy and paste the edge to another layer and then setup/convert to skelegons, so it is free to pose from there.

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